Through The Ebon Gate

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And that, I think, was the handle—that sense of inevitable victory over the

forces of Old and Evil. Not in any mean or military sense; we didn’t need
that. Our energy would simply prevail. There was no point in fighting — on
our side or theirs. We had all the momentum; we were riding the crest of a
high and beautiful wave. . . .
– Hunter S. Thompson,
Fear and Loathing in Las Vegas

An adventure for Geist: the Sin-Eaters using the Storytelling Adventure System
Written by Christopher Lee Simmons Developed by Eddy Webb
Edited by Genevieve Podleski Layout by Craig S Grant Storytelling Adventure system
Art: Joel Biske, Coz Koniotis, Justin Norman, Richard Pellegrino,
Matt Smith, John Wigley Scenes Mental OOOOO XP Level

10 Physical OOOOO
Social OOOOO
0-34
White Wolf Publishing, Inc.
2075 West Park Place
Blvd Suite G
Stone Mountain, GA 30087
And that, I think, was the handle—that sense of inevitable victory over the
forces of Old and Evil. Not in any mean or military sense; we didn’t need
that. Our energy would simply prevail. There was no point in fighting — on
our side or theirs. We had all the momentum; we were riding the crest of a
high and beautiful wave. . . .
– Hunter S. Thompson,
Fear and Loathing in Las Vegas

An adventure for Geist: the Sin-Eaters using the Storytelling Adventure System
Written by Christopher Lee Simmons Developed by Eddy Webb
Edited by Genevieve Podleski Layout by Craig S Grant Storytelling Adventure system
Art: Joel Biske, Coz Koniotis, Justin Norman, Richard Pellegrino, XP Level
Scenes Mental OOOOO
10 0-34
Matt Smith, John Wigley
Physical OOOOO
Social OOOOO

White Wolf Publishing, Inc. © 2009 CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and one printed copy which may be reproduced for personal use only. White Wolf, Vampire and World of Darkness are registered trademarks of CCP hf. All rights reserved. Vampire the
Requiem, Werewolf the Forsaken, Mage the Awakening, Promethean the Created, Changeling the Lost, Hunter the Vigil, Geist the Sin-Eaters, Storytelling System and Parlor Games are trademarks of CCP hf. All rights reserved. All characters, names, places and text herein are copyrighted by CCP hf. CCP North America Inc. is a wholly owned
2075 West Park Place subsidiary of CCP hf. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book uses the supernatural for settings, characters and themes. All mystical and supernatural elements are fiction and intended for entertainment purposes only. This book contains mature content.
Blvd Suite G Reader discretion is advised.

Stone Mountain, GA 30087 Check out White Wolf online at http://www.white-wolf.com


Through the Ebon Gate
Sin-Eaters know that their strange existence is a complicated one. They stand at extremely unstable vest of explosives, putting herself, the krewe, and innocent
the crossroads between life and death and endure all the complications of both. bystanders at risk. After the krewe deals with her, whether they save her or not,
But there are others, desperate for something to believe in, who believe that a Sin- they approach the church’s meeting place, an antique bookstore in a strip mall
Eater’s bond with her geist is a blessed state of unification and a triumph over storefront. Agents of the Lost Minister, the shade who is using the Seekers for
the limitations of the human form. his own ends, ambush the characters along the way.
These souls make up the brethren of the Glorious Church of the Unified Spirit. Once there, the leader of the cult, Uriah Long, tries to explain the cult’s beliefs.
They have been told that their path lies not in life or death, but in a divine state The characters have to convince him to take them to see the Minister, which
somewhere in between. Those who have only experienced one life cannot achieve he does by divining the nearest Avernian Gate. The gate he leads the characters
true enlightenment. The sacred symbiosis of spirit and flesh must be achieved to to requires them to board the spirit of the train that crashed in the beginning,
take the next step. Sin-Eaters are their saints, their bodhisattvas. The brethren leading them onto a train ride into the underworld, where they are attacked by
are told that they must step through the black gate to reach their potential. They a swarm of the minister’s guardians before they finally get to confront the Lost
are told that this is humanity’s next step – humanity’s destiny. Minister in a chapel made of bone and iron.

Theme: A Shattered Reflection


They are misled.

I ntroduction
Through the Ebon Gate is a Storytelling Adventure System story for
Sin-Eaters didn’t ask to become what they are. The Bound had no way of knowing
what lay ahead when Death’s cold hand brushed them. The Event was, in nearly
every case, unintentional. Geists are not summoned. And yet, the brethren of the
Glorious Church of the Unified Spirit dream of becoming essentially the same
Geist: the Sin-Eaters. It’s essentially a kit to running this story for your thing. They even try, in their own warped way, to help others become like the
troupe, which means only you, as the Storyteller, should read it. Like a Bound. Worse, they worship Sin-Eaters because of their symbiotic relationship,
kit, Through the Ebon Gate contains all the parts to build a story. The their “divine” transcendence over life and death. The horrific acts they commit
tools you use to build it are the World of Darkness Rulebook and Geist: are done for what they consider to be the right reasons, but they don’t really un-
the Sin-Eaters, as well as the usual pencils, paper and dice. When you get derstand the essence of being a Sin-Eater. So why do they act as such a temptation
your troupe together, you’ll use these parts and tools to build a story, but for Sin-Eaters? Worship, adoration and admiration are hard things to shake off.
how you put everything together is up to you. It depends on what you’re More than one of the Bound has found herself surrounded by sycophants who
trying to do, whether it’s a stand-alone scenario designed for an evening expect great things from their unwitting leader. Remember, though, nothing is
or two of entertainment or a story in an ongoing Geist chronicle. The more dangerous than a disillusioned follower.
only right way is whatever ends up being fun for you and your troupe.

Treatment
Through the Ebon Gate opens at a carnival gathering. Sin-Eaters mingle
About the Storytelling Adventure System
If this is your first Storytelling Adventure System (SAS) product, you’ve chosen
a fine place to start. To keep this story kit lean and focused, though, we
and carouse, make deals, stoke rivalries and build bonds between krewes.
haven’t included a lot of the core premises and Storyteller suggestions that
In the midst of the festivities, a passenger train derails, flung off the rails
by an explosion in the engine. The cars slide into the gathering, loos- are at the heart of the SAS. Whether you’re a new Storyteller or an old hand,
ing chaos and death on the Sin-Eaters’ celebration of life. As the krewe be sure to read the free SAS Guide, found at the SAS website:
investigates, they find a strange inverted sigil that means “shattering” in www.white-wolf.com/sas
a vulgar corruption of the Old Tongue. Here are some of the features available in Through the Ebon Gate:
The train’s destruction was caused by a member of the Black Gate cult

1
who died on the train, trying to become a Sin-Eater and impress those in • Interactive links. Clicking on anything in blue will take you directly to the
attendance at the carnival. Mateo, the suicide bomber, is distraught over section referenced, or to an appropriate character sheet or prop. It may
his failure and wracked with guilt over what he’s done. He was misled. also take you to an external website that could be useful.
As the krewe begins to search for the rest of the cult, they run across • Scenes. Clicking on a scene name in the scene flowchart or the page
Marci, another member of the church who has been deftly manipulated number in the scene card will take you to the full write-up of the scene.
into killing herself to find Mateo, whom she loves. She’s wearing an
• Bookmarks. This PDF is fully bookmarked, so you can jump to major
sections at any time when the file is open.
Mood: Thriller

Through the Ebon Gate


Sin-Eaters are popular among the dead because they have the potential to act
as agents among the living. To these ghosts, who either don’t have the skills to
The ghostly world of Geist is a mix of many moods. Through the Ebon pierce the veil or exist in fear of the Kerberoi, Sin-Eaters are a kind of grey-market
Gate is designed to be a thriller. The characters are trying to follow a trail beacon of hope, a weird and wonderful loophole. Among the other ghosts,
of death back to its source, a cult of misled humans who worship ghosts those who have forsaken the archaic laws of the Underworld in favor of directly
and see Sin-Eaters as the spiritual culmination of mankind’s divine poten- possessing or otherwise communicating with the living, Sin-Eaters are generally
tial. Over the course of the story, the krewe will have to negotiate with a more of a nuisance. They step in where they aren’t wanted and interfere with
suicidal girl who holds the fate of hundreds of people in her grief-stricken vengeful plots and mischief alike.
hands. They’ll have to fight guardians of the Underworld on a train of Among the living, Sin-Eaters are largely unknown. There are those whose lives
the dead, and they’ll confront a maddened ghost in his inner sanctum, have been touched by a Sin-Eater – the widow who received a final message from
a twisted and shifting chapel of bones. All the while, the mood should her husband via an enigmatic medium, the grateful homeowner who is no longer
remain tense and urgent. The clock is ticking, and there’s no telling what haunted by vicious poltergeists, or a curious cop who knows she saw a perp die,
will happen or who these deluded and desperate people will kill next. only to see him alive and well weeks later. Most of the time, these incidents are

A Chapter in Your Chronicle


isolated and quickly forgotten, swept under the carpet or just ignored. Sometimes
though, there’s a brush with the underworld – just enough to sweep the cobwebs
from her eyes. Watching a Sin-Eater at work or simply being haunted by a ghost can
Through the Ebon Gate is perfectly suited as a chapter in an ongoing leave someone forever changed in subtle, insidious ways. It is not enough to attract
chronicle. Existing inter-krewe relationships can be augmented or trans- a geist when the time comes, but the knowledge that something lies on the other
formed, depending on the characters’ actions throughout this story. The side — that the world is bigger than the box modern society tries to fit it into — is
Black Gate cultists can be set up here as recurring foils for your troupe’s enough to nudge someone onto the path.
characters, or they can be a small group that is cleaned up and never heard And always, when someone is lost and alone in an unknown place, someone
from again, depending on your needs. For that matter, depending on else is waiting to prey upon them. Shades who whisper sweet and opportunistic
how your troupe handles the story, Uriah Long might himself become a lies, ghosts who build cults of willing vessels and agents from the broken detritus
Sin-Eater. If he escapes, whether it be by becoming Bound, sheer luck, or of humanity.

The Black Gate


mercy on the part of the troupe, he could become a dangerous and possibly
powerful long-term foe or an erstwhile ally seeking redemption.

A Story By Itself
Conversely, Through the Ebon Gate can easily work as a one-shot. By
Nobody in the cult calls it the Black Gate. Followers are “Seekers” of the Glorious
Church of the Unified Spirit. The Black Gate is a symbol to them, the doorway
we pass through when we step from this life into the next. Once the Gate is
starting in medias res, with the characters already together and at the opened, the brethren of the church believe that the soul is diminished by its
carnival, you neatly sidestep the awkward “origin of the krewe” portion transformation into the spiritual realm. One spirit, one soul, is not capable of
of the story. The carnival itself is a good chance for the players to slip returning to physical existence. To return, once you have crossed the threshold
into the skin of their characters before the action starts moving. When of the Black Gate, one must find equilibrium with another spirit, unifying and
the local, active cultists are defeated and the characters have won, you forming a stronger whole from the two parts. Once the spirits have melded and
can fade to the closing credits with a clean ending. the person has returned, he is enhanced, augmented, better than he once was.

B
This is the next step of human existence, the Seekers teach.
In a way, this portion of the religion reflects the Orphic traditions. Orpheans
revered the mythical Orpheus, who travelled into the underworld and returned
ackstory and Set-up to write a series of hymns teaching humans how to overcome the travails of the

2
dead and transcend the underworld. Devotees carved these instructions onto
The Old Laws may forbid congress between the living and the dead, but golden leaves, which they had buried with them, to remind their forgetful spirits
that does not mean it doesn’t happen with frightening regularity. Shades of the loopholes and rules they could exploit in the afterlife. The Seekers of the
intrude upon the living to pass on dire warnings, to protect their loved Unified Spirit may have similarities to the Orphic Circle, and may even trace
ones, to execute vicious and convoluted plans of vengeance upon those their roots to a radical splinter sect of the Orphean path, but they are no longer
who have wronged them or simply to alleviate boredom. ideologically related.
Through the Ebon Gate
But that doesn’t stop the cultists of the Black Gate from trying to transform
themselves by bargaining with ghosts, giving themselves up for possession and
worse, or (for those with the most dangerous kind of incomplete knowledge)
even trying to orchestrate elaborate near-death experiences to attract a ghost at
the critical moment. Worse, their belief system is such that they often try to help
others free themselves from their limited mortal state at the same time, with or
without their cooperation. A Black Gate cultist may cause a large pile-up on the
freeway. Another may gather his friends or family and “free” them, one by one,
before killing himself. Another cultist may hide a bomb in the bag under his
chair in a mall food court, blowing himself and everyone near him into oblivion.
Each of them leaves a sigil, reversed as in Tarot symbolism, burned into a piece
of paper. The symbol means “shattering” in the Old Tongue, and is usually ac-
companied by a rambling note filled with death imagery.
There’s something darkly tempting about the idea that the Seekers worship
Sin-Eaters. It’s an ego trip to know that someone thinks you’re special, and all
too easy to fall into the trap of letting it go to your head. But when atrocities are
done in your name – to please you – how do you extricate yourself? The sorts of
people who advance into the upper echelons of the Black Gate are not the type
to take it lightly when their “angel” isn’t having fun anymore. A Sin-Eater may be
the object of their adoration, but that can quickly turn into a prison (or worse)
when the Sin-Eater doesn’t live up to the cult’s expectations. When normal people
who ignore the existence of ghosts and ignorantly prefer to live are reviled, how
much worse is the Sin-Eater who values life over death and squanders the gifts
A Seeker believes that he is at a spiritual dead end as long as there they’ve been given by the “Shining Ones?”
is only one soul inhabiting his body. To move on, to move forward, he
must die and find his literal soul mate. Seekers often begin by opening
themselves up to possession, allowing shades to take control. To some, Portraying the Seekers
this takes on an addictive quality. The abdication of responsibility is lib- There’s a difficult line here. We’re talking about domestic terrorists and, what’s
erating, and they have an excuse for their lack of control. After a while, more, we’re talking about them as if they’re flawed but ultimately misled and
though, the temporary “bond” they create with the possessing spirit
pathetic souls. This adventure does not exist to glorify or apologize for the
isn’t enough. Suicide among the inner circles of the church is not only
common; it’s expected. But suicide is a selfish act. To move on and leave actions of the few to hurt and drive fear into the hearts of the many.
so many others trapped in this life is just wrong. Many members of the Mainstream media has a tendency to make our villains shallow. We’re not
church choose to help others along to the next path, those who would be comfortable seeing ourselves in the bad guys. But this is the World of
too frightened to do so themselves. So many Seekers try to take as many Darkness, and here we’re allowed to look deeper, to find the squirming human
of the unenlightened along with them as they can. It’s the only way to soul at the heart of darkness. If you absolutely cannot stomach the idea of
show them, to make them believe. portraying the brethren of the Glorious Church of the Unified Spirit as normal
Once they have been initiated as Seekers, members are taught about the people who have made a mistake, feel free to portray them as unrepentant
Bound as if they are the ultimate expression of what they may become. To
murderers, or submerge their personalities and choices beneath a malicious
them, a Sin-Eater is a nearly perfect expression of their goals: a seamless,

3
symbiotic relationship between a ghost and a physical host. Many members possessing shade. The Seekers have a habit of allowing ghosts to possess
spend their lives trying to become Sin-Eaters. Most of them are missing them, similar to the vodoun cheval. It’s always possible that one of the Lost
a few key ingredients, however. They are not mediums or psychics, nor Minister’s agents is literally driving Mateo or Marci to murder.
are they infused by deathly energy. They just don’t have what it takes to Nobody’s going to tell you you’re doing it wrong. The ultimate goal here is
attract a geist. It’s not their fault, of course: most Sin-Eaters don’t even for you and your friends to have a good time for a few nights.
know how they attracted their partner.
T

Through the Ebon Gate


for months. Her breath was like blood sloshing over rocks. Her cruel and wrinkled
lips dripped with black, cancerous discharge. Mateo knew she wasn’t a dream or
he Cast a hallucination. Eventually he moved, but he still thought of her.
Then he met Marci, a girl who led him to the Glorious Church of the Unified

Mateo Ortiz, the Train Bomber


Spirit. She introduced him to Uriah and the others, and Mateo finally found
others who would listen and believe his story of the hag. In time, Mateo moved
up through the ranks. Uriah told him about Sin-Eaters as the Lost Minister had
Quotes: “I was supposed to become like you!” told him, and eventually he was trusted with liberating the souls on the 815-pas-
“No, this can’t be right. Why did I fail?” senger train by order of the Minister himself.
“I didn’t hurt them, I gave them a chance.” Description: In life, Mateo was a handsome young man, with tightly curled
Virtue: Justice. Mateo believes that we all reap our just rewards. black hair and a soccer player’s physique. In death, the force of the explosion
Vice: Sloth. Mateo tends to wait for things to come to him. that killed him twists his features. Gouges and burns have turned Mateo’s face
Background: Mateo has never known where he belonged. A talented into a map of failed intent.
athlete, he loved playing soccer, but lacked the drive and determination Storytelling Hints: You are in shock. Everything was supposed to change
to turn pro. A handsome man, he was too shy and socially awkward to – you had a sense of purpose for the first time in your life, and yet you failed.
approach anyone he was attracted to. He worked one dead-end job at a It doesn’t even occur to you that you might have been manipulated, or that the
sporting goods store and another at a gas station near his apartment. church might have the wrong answers. You failed the church. You are at fault.
Mateo watched his life become a mediocre, tepid thing. He spent all his Now you torture yourself and wonder how things might have gone wrong. You’re
time working, just barely making ends meet. He had his own apartment, not worthy of unification, and you’re definitely not worthy to speak to the player
but he worked so much that he only was only really there when he was characters or other Sin-Eaters.

Marci Palmer
asleep.
Then, the insomnia came. He couldn’t sleep, no matter what he tried.
He tried pills, roots and homeopathic remedies – nothing worked. Every
time he closed his eyes, he saw her standing there. The hag haunted him Quotes: “This wasn’t supposed to happen.”
“I’ll find him. I’ll bring him back.”
“I won’t look back.”
Virtue: Hope. Though she has none currently, she prefers to see the light of
hope in the world.
Vice: Envy. Marci has always secretly wished that she was more like the
normal girls.
Background: Marci grew up in a pretty standard household: She lives with
a stay-at-home mom, older sister and younger brother, both of whom got more
attention from her mother than she did. Her father, though, taught political sci-
ence at the local university, and doted on his middle child. She spent a lot of her
formative years prowling the stacks at the university and listening to the college
rock that she heard on the quad while her peers were shopping and obsessing
over boy bands. When she actually got to college herself, she majored in English
and worked as a barista in the campus coffee shop.
She was a grad student teaching Composition 101 in a classroom a floor
above her father’s when he had his heart attack. After his funeral, she bottled

4
up, ignoring her family and becoming defensively snarky, afraid of getting close
to someone else and losing them, too. She began spending her free time during
the day at the university in her father’s old office. The room, even stripped of his
pictures and books, felt right to her in a way that her mother’s house didn’t. She
felt like he was there for her, even though he was gone. Other members of the
faculty didn’t have the heart to kick her out, so she began to decorate the vacant
Through the Ebon Gate
Uriah Long, the Conduit
Quotes: “You have been touched by divinity. Why would you keep others from
having the same chance?”
“I’m only trying to help them find what they are looking for.”
“I’m afraid you don’t understand.”
Virtue: Faith. Uriah believes that this life and the next are connected by faith
and belief.
Vice: Lust. Uriah has always lusted after forbidden knowledge.
Background: Uriah Long was born in the backwoods of southern Florida,
where the Everglades touch the sinuous lines of the highway known as Alligator
Alley. There, his batty, broken great-aunt Mary Constance raised him in a rotten,
cluttered shotgun house after his parents died. He was home-schooled by the
strange woman and taught her warped version of the Gospel.
Deep in the swamps, she showed him the old trees, and the remnants of
things forgotten and dying. She told him that they were weak because heathens
no longer worshipped them. Mary whispered this in front of the spirits of the
swamp, disgusted by them. Uriah whispered back, awed. You must recognize in

Uriah’s Deathly Abilities


office with photos of her father and reminders of their relationship, and Gateseeker (••• Mediumist Merit)
his office became hers. One afternoon, she felt his hand on her head, an
echo of his affection. She kept going back, hoping to feel it again, and Prerequisites: Death Sight
even began to sleep there sometimes. Similar to Dowsing (see p. 38 of Second Sight), a Gateseeker is a medium
Then she met Uriah, and he made her a believer. She listened to his who, by concentrating, may be drawn to an Avernian Gate. Once it is found,
stories, and tried to reach her father’s ghost. After a time, she brought the character does not necessarily have any idea how to actually open the
Mateo into the church. The two of them spent a lot of time together, each gate unless they have previously researched it or have been told how to do
of them carrying a torch for the other but both too shy to say anything. so by a Sin-Eater or ghost. The procedure is similar to dowsing. The medium
And now, she’s just looking for a way to tell him how she felt.
must concentrate and enter a trance, wherein they wander blindly, drawn to
Description: Marci’s a cute girl, in that nerdy college girl way. She has
a round face, framed by dark hair cut into a bob. She’s the kind of girl the Gate. Some mediums use props, such as a dowsing rod made of bone,
who wears a pair of thick-framed glasses for the look, even though she while others simply roll their eyes back in their head and lose themselves
has perfectly serviceable contacts. She tends to wear clothes that don’t in the trance.
match in a quirky way, and ironic t-shirts with the logos of forgotten (or Cost: 1 Willpower
hideous) 80s or indie bands.
Dice Pool: Wits + Occult
Storytelling Hints: You’re a sarcastically funny girl at the best of times.
When the characters meet you, though, you’re lost in the depths of a vast Action: Extended. The Storyteller determines the number of successes
grief. There is no hope or solace except doing what the Lost Minister has required, based on how well-hidden or distant the Avernian Gate is. A Gate

5
promised you if you carry out his wishes. You just have to do this one hidden in a cemetery might require three successes, while one hidden in
thing, and you can pass through the Black Gate and get your message to the boiler room of an old mall might require 10 or more. Each roll represents
the two people who mean anything to you. You give lip service to the idea 30 minutes of seeking.
of coming back as a Sin-Eater (though you call them “Shining Ones,” like
the rest of the Seekers), but really, when it comes down to it, you don’t Roll Results
care as long as you’re with Mateo and your father. Dramatic Failure: The medium is led on a wild goose chase far from his
desired goal. He also loses all accumulated successes.
Through the Ebon Gate
Failure: The current seeking attempt is unsuccessful, but more rolls these things the dangers you will face in life, she said. But Uriah saw only the
may be made. beauty of the ephemeral shades.
Success: When the player has accumulated the number of successes When Mary wasn’t watching, Uriah returned to the deep places, wading
required, the attempt succeeds. through the stinking water past cypress knees taller than he was, looking for the
spirits she had shown him. He found a lightning-struck tree, its bark charred and
Exceptional Success: The medium might gain some insight into how blackened, its center hollowed out by animals and erosion. The boy waded in,
to open the Avernian Gate. looking up at the dead tree as he walked through the natural arch of its corpse.
Death Sight (•••• Mediumist Merit) Once through, he saw the swamp for what it was, a sodden graveyard. He had
(This merit is identical to the one found on p. 44 of Second Sight) passed through the Black Gate, into the Underworld. The spirits slipped from
one world to the next, forgotten by their descendants, giving up.
Effect: Your medium can see dead people. The psychic may perceive Uriah called them back. He begged them to stay, to tell him their stories, and
and communicate with any ghost she encounters. The power allows they did. The months went by and the sheltered boy learned more from the shades
only perception of and communication with ghosts in Twilight — than he did from his great-aunt. Mary watched him suspiciously, and followed him
ghosts tied to the material world and not to any otherworldly spirit as he snuck back to the dead tree and crossed over through the charred Avernian
world. The power affords no ability to contact spirits from the Shadow Gate. There she waited, gripping a cypress branch in her shaking hands, afraid
Realm that have entered the material world and that exist in Twilight. to pass through the tree as he had. Mary Constance knew that no good came
This Merit does not permit the psychic to aid ghosts in manifesting of treading where the dead passed their pale existences. When Uriah emerged,
in the physical world. Most ghosts instinctively realize when a mortal she confronted him there, on the edge of the Underworld. In the shadow of
the Black Gate, the shadow of the boy’s sin, she began to beat the boy with the
can perceive them, and psychics who possess this power are often
branch, trying to purge him of the taint of the shades.
inundated by requests from desperate beings seeking help to resolve
their earthly affairs.
Cost: None to sense the presence of ghosts. One Willpower to initiate
communication with them.
Dice Pool: Wits + Composure
Action: Reflexive
Roll Results
Dramatic Failure: The Medium is unable to use this Merit for the rest
of the scene. Alternately, she may suffer horrific visions of some hellish
underworld, inflicting a -2 penalty on all actions for the remainder of
the scene.
Failure: The attempt to activate Death Sight is unsuccessful.
Success: Your character can perceive and communicate with any
ghost in her vicinity for the remainder of the scene. Such ghosts
remain intangible to her, however.
Exceptional Success: The medium may gain a +2 bonus on all rolls
made in dealing with ghosts during the scene.

6
Option [Permanent Death Sight]: The medium’s ability to see the
dead is always active. The stress of constantly being surrounded
by spectral beings inflicts a mild derangement such as Depression, The ghosts watched as she knocked him down. They saw the brilliant red of
Phobia, Irrationality or Avoidance. The player must still roll Wits + Uriah’s blood bloom in the murky water, and one of them acted. The humid
Composure in order to communicate with ghosts, but with this option, air went dry as the shade slipped into Uriah’s body, possessing him. When he
such rolls gain a +3 bonus.
Through the Ebon Gate
stood, Mary knew that it wasn’t her nephew looking out at her. The
ghost tore the branch from Mary’s grasp and turned her punishment
back upon her.
When Uriah awakened, he was alone. He searched for Mary, but never
found her. Eventually, he left the swamp. Even now, he doesn’t know that
his hands murdered his great-aunt. Now he wanders, teaching those he
can about the only real friends he’s ever had. Recently, he was brought
under the wing of the Lost Minister, deep in the local Underworld. The
Minister uses the earnest young man for his own ends, turning Uriah’s
faith and message into a twisted thing.
Description: Uriah doesn’t have the traits one expects from a religious
leader. He does not have perfect hair, a gleaming smile or practiced grace.
He does not have the pulsing, apocalyptic passion of a fire and brimstone
preacher on the pulpit. Uriah is neither a kindly old man nor a broad-
shouldered could-be politician. He is a young, frail thing, unassuming
except for the haunted glimmer in his eyes.
Storytelling Hints: You don’t not win your converts by shouting or
coercing. You don’t speak with an oiled tongue. The quiet, solemn intent
of your voice has its own power. Your presence is a paradoxical thing. Your
very lack of charisma and polish imparts a kind of strength and appeal
that cannot be manufactured or packaged. Indeed, in a room of your
followers, their deference towards you is often the only sign that you are
anything more than simply another Seeker.
Your psyche is a bit broken. You believe in your heart of hearts that
death is not simply the next step of existence, but that there comes a time
where we cannot grow any further without sloughing our skin and passing
through death’s door. At the same time, you do not feel that you have
reached that tipping point, and you do not judge when your followers
are ready to make the step. When a Seeker decides that it is her time, she the rich and decadent. The hidden face of the upper class called to the minister.
is taken to the Lost Minister (or at least, one of his ghostly agents), who He could not turn his back on those who so obviously needed the influence and
“foretells” her death and teaches her how it will happen. presence of a man of God.

The Lost Minister


Temptation was everywhere, sliding past in silk and velvet, brushing against
him in dim hallways, but still he maintained his discipline. He saved the lustful
from sin, and he did not partake. The minister turned women away from their
Quotes: “This is not hell, but I can show you the way.” gluttony. He counseled men against vanity. And yet, he took the donations of
“I’m sorry you feel that way. Perhaps you should reconsider?” the rich in order to build a larger monument to God. He secretly smiled at his
“I follow a path that you cannot see with your charlatan’s eyes.” own benevolence and persuasiveness. The church was never large enough. The
Virtue: Faith. The Lost Minister has utter faith that even this dark road trappings were never fine enough. Though he knew the path, the minister slowly,
is the path God wants him on. subtly, became lost. In time, he became as corrupt, in his way, as the lost sheep
Vice: Greed. The Minister has an appreciation for the finer things. he tried to herd to salvation. There was no specific moment when he could point

7
Background: He wasn’t always this way. Once, though he can hardly to as the moment his soul was lost, though he is sure that, were he a worthier
remember it, the Lost Minister was a living, breathing human being. He man, he would have seen it coming.
doesn’t remember his name, and even if he could recall where he was Description: The Lost Minister cannot be mistaken for human. Taken feature
buried, the tombstone has long since worn smooth. When he lived, this by feature, there is nothing about him that is blatantly wrong, but somehow the
bitter ghost was actual clergy. He ministered to the sick and the poor, but sum of his appearance is utterly inhuman. He has the form of a short, stout
he was happiest—indeed, he felt closest to God—when he ministered to man, but his demeanor gives the impression of vast height. He looks down
Through the Ebon Gate
on even the tallest sinner, and everyone is guilty of sin. His fingers are
incongruously long and graceful, and he often steeples them in front and what comes after and they’re desperate enough for something to believe in
of his chin when he is deep in thought – or when he wishes to appear that they fall into a strange fringe cult based on the words of a nearly homeless
so. When he manifests, a chill flows from him like frigid vestments, visionary. Rich folks in the same position tend to go for something a little grander
leaving a cold and clammy trail where he walks. and even more out there.
Storytelling Hints: Do not simply respond. Think things through, Like Sin-Eaters, every Seeker has a connection to death. Theirs is more tenu-
regardless of how much time that takes. In fact, you like to use silence to ous, though — almost never enough to actually attract a geist when they die (or
unnerve and unbalance your enemies and allies alike. Everything you do is nearly do). It’s a matter of degrees. They don’t tend to have any inbuilt affinity
calculated to elicit a reaction from those around you. Never allow anyone for death. They are the haunted, the survivors of crashes that killed the rest of
to walk away unmarked. Hatred, love, devotion — you can find a use for their families. They have seen glimpses of the other side, but only as if they were
any strong feeling — weaker, mediocre emotion is anathema to you. looking at an eclipse through a camera obscura. Somewhere between first-hand
The name “the Lost Minister” is not how your minions refer to you. experience and second-hand knowledge drifts the Seeker.
They call you “father” or “sir” when they address you. “The minister” is Description: The Seekers in Uriah’s current flock run the gamut from the
acceptable. Only enemies and those who don’t know better use the full elderly, unassuming owner of the bookstore they meet in, to the stocky used car
sobriquet. Lost implies that you do not know your way, and that is a very salesman who runs cover for Uriah among strangers. They don’t tend to stand
dangerous assumption to make. out as eccentric or weird; they’re just like everyone else.

Seeker of the Black Gate


Storytelling Hints: Seekers tend to be a little on the quiet side. They go un-
noticed by the living, and can’t talk to the dead. By definition, a Seeker tends
to be overzealous when discussing her religious beliefs. The Unified Spirit is a
Quotes: “We will become Shining Ones.” strange amalgam of old religion and modern meme. It spreads virally, from one
“The Gate will open soon and death and life will become one!” person to another, without an obvious central authority. Uriah treats the other
“Death is not the end.” Seekers as equals in nearly every way. They defer to him because he’s the only one
Virtue: Faith. The Seekers find solace in their belief. who can open the gateway and communicate directly with the Lost Minister, but
Vice: Envy. The Seekers covet the feeling of being whole. the church doesn’t need either of them. The Seekers have internalized their own
Background: Most Seekers come from a lower to middle class back- interpretations of Uriah’s teachings mixed with the tainted message of the Lost
ground. They have enough time to think about the inevitability of death Minister, and they are perfectly capable of building the cult on their own now.

The Lost Minister’s Guardians


Quotes: (stares at you)
Virtue: Fortitude. Only the strongest are worthy.
Vice: Wrath. Sinners must be punished.
Background: The guardians come from all sorts of backgrounds. Each of them
somehow came under the sway of the Lost Minister. Like a mob boss in prison,
the minister uses shades trapped in the Underworld with him to get messages up
to the ghosts on the “outside” who do his bidding in the living world.
Description: There’s no such thing as an average guardian. Each one is unique,
befitting the way he died. One might stand on awkward, broken legs that belie
an inhuman strength, while another grins at his prey, his tongue flexing through
a slit in his throat. Yet another may stand in a cloud of greasy black smoke lit
from within by fires stoked in his torso. Ghosts don’t wear uniforms unless they

8
died in them.
Storytelling Hints: You’re a true believer in your own way. The minister has
pounded his message into your head and you’ve become exactly what he’s sculpted
you into: a tool of his brand of salvation. You have no fear of Sin-Eaters, or rather,
you have more fear of the Lost Minister.
Through the Ebon Gate
S
can always create more “conversion attempts” using other members of the cult
to lengthen the number of steps between Mateo and the Lost Minister, if you
cenes don’t mind the enormous body count that would entail. Part of the strength of
the Storytelling Adventure System is that scenes and other story elements can be
Scenes are the main building blocks for your story. All the material thus moved around and revised based on your needs. If you need to get things mov-
far sets the foundation and provides the mortar, but you and your troupe ing more quickly, move up the scene with Marci at the overpass. To slow things
will decide how to put these blocks together. down, simply throw more obstacles at the players.

Plotting
Ultimately, it’s about what your players have fun with. If they enjoy hours meet-
ing various Storyteller characters in a variety of locations to deal with the events
of this story, feel free to let them do so. If, however, they’re sick of doing dry
The foundation of Through the Ebon Gate is like a funnel. The farther research or having long conversations about strange belief systems, toss in a few
the krewe goes, the harder it is for them to extricate themselves from the more of the Lost Minister’s inhuman goons to raise the physical stakes a bit.
situation. Once they start digging, there’s really no going back without
being haunted by the horrible acts they could have prevented. That
means that the story is set out in a fairly linear fashion, with one scene Tweaking the Story: Rival Krewes
necessarily pushing the characters toward the next, in large part due to One way to expand the urgency of the story and introduce a personal
the style of the thrillers this SAS is inspired by. This isn’t written as a element into the equation is to use an existing rivalry with another krewe. If
sedate drama that the characters can walk in and out of as it suits them,
the troupe’s krewe has an ongoing turf dispute or just a friendly competition
though you can tweak the timeline a bit if you want to give the characters
more room to breathe or if you want to change the tone of the story a with another krewe, using it to push the players’ characters to try harder and
more oppressive feel. do better is a good way to get players involved. It’s amazing what someone
Integrating this story into your chronicle’s setting could introduce a will do just to piss another person off or to win a bet.
number of variables and ways for you to control the pacing or create a It makes sense that the characters aren’t the only krewe involved in the
previously existing reason for the characters to get involved. You could investigation. After all, the train wrecked in front of an inter-krewe gathering.
begin slipping in hints about the Glorious Church of the Unified Spirit Pretty much every Sin-Eater in the tri-county area was on hand to watch the
a few sessions (or arcs) before you run this SAS. You could introduce bloody beginning of the story. It might be stranger if there wasn’t another
certain members of the church as recurring background characters to give
krewe racing the troupe to the finish line.
the characters a more visceral connection to the story. Marci is the ideal
candidate for this role; she works at a coffee shop as a barista, which puts On the other hand, if the krewe doesn’t have rivals, this might be a good
her in a prime position to have a shallow but consistent relationship with time to introduce some. The social aspect of Geist is similar in many ways
characters from almost every background. Her big scene will have to be to modern gang culture. Rival sets create all kinds of drama just by dint of
handled from a slightly different tack if the characters are already familiar being rivals. Chasing the same girl, fighting for the same corner, wearing the
with her, but it might even have more weight if they saw her before she wrong colors in someone else’s neighborhood or just running into each other
became so distraught and desperate. in the mall can get someone into real trouble. Krewes fly their own colors
If you’d rather slow down the pacing, Marci could be kept in the dark and keep their own turf, and even allied groups can have a little competitive
for longer before she finds out that it was Mateo who blew up the train,
friction that introduces a beneficial continuity to a chronicle.
giving the characters more time to investigate leads on the street. You

9
C haracter R elationsh i p C hart S cene Flowchart
Mateo Ortiz The Carnival

Uriah Long: Salvation. Mentor.
Marci Palmer: Beautiful and brilliant, but needs guidance.
The Lost Minister: Incomprehensible father, unto a god.
The Train

Uriah Long
In the Aftermath
Mateo Ortiz: A nice boy. Tragic.
Marci Palmer: Promising and smart. A guiding light.
The Lost Minister: A font of knowledge and guidance.

The Second Soul Marci’s Sacrifice Turning the Stones

Marci Palmer
Uriah Long: Soothing. Speaker of the truth.
Mateo Ortiz: Awkward and shy, but lovable. Tea with the The Minister
Enemy Says “Hi”
The Lost Minister: A tool to reach Mateo.
Optional Vignette, may
be used any time after
“In the Aftermath” up
until “On the 815.”

The Lost Minister


On the 815

Uriah Long: So eager. So deluded.


Marci Palmer: Irrelevant.
the Lost Minister: Irrelevant. The Lost Minister
Through the Ebon Gate
The Carnival
city; more precision is always better when trying to create a feeling of authentic-
ity. It’s a good idea to spread some other unrelated rumors too, as red herrings
or even as seeds that will grow into later stories in your chronicle.
• “I’ve been seeing a lot of skinriders down on the strip lately. Craziest part is, I ran
Mental •• Physical – Social ••• one off, right? And the ridden girl yelled at me. What’s that all about?” The Seek-

Overview
ers who have moved beyond the initiation phase view possession as a kind
of sacrament. Giving a shade the means to feel something is an act of great
charity. Each time a Seeker is possessed, a little part of her hopes that this
The krewe is blowing off steam at a carnival. They gather in a tent away time she will bond with the shade and become something better.
from the rest of the mortal crowd, a refuge among their own kind. • “All the time, man. My sister is a pain in my ass all the time. Last month, she was
Unbeknownst to the characters, a cultist of the Black Gate prepares to hanging with some weird UFO thing, and now she’s always talking about expanding
sacrifice himself – and everyone else on the train with him – in hopes of my consciousness and some preacher she thinks could ‘help’ me.” Members of the
becoming a Sin-Eater himself. church truly believe that theirs is the right answer. Seeking fulfills them in a

Description
way that nothing else has, and they want to share that fulfillment with their
loved ones.
• “You see that shit at the mall last week? Some lady in the food court poisoned a
You arrive at the carnival early, but the air is already thick with the smell of bunch of customers, then herself! Town’s getting crazy, man. For real.” Many Seek-
sweat and sugared pastries. The crowd is thick, but over the heads of the people ers work at a smaller, less splashy scale than Mateo, the man on the train.
you see the roiling, flashing lights of the tilt-a-whirl, hurling its passengers around Some are driven to kill their families, while others take their employees or
as they scream in mock fear. The rough map on your invitations lead you past the customers along.
tilt-a-whirl and the gravitron, through the press of people and the gaudy sideshow
paintings, and towards a nondescript tent.
The tent itself is surrounded by the strange sigils of the Old Tongue, en-
suring that the mundane masses ignore the gathering within. As you push
aside the flap, a riot of new smells overtakes the midway’s familiar patina.
Incense, spice and the sticky-sweet smell of sugar skulls wafts out in a cloud
before you pull the flap closed behind you and the outside carnival fades
away, in favor of the altogether different one within. Krewes from three
counties are gathered here to strengthen ties, reconnect with their friends
and cut loose among the only people who truly understand them.
Makeshift games and scattered tables fill up much of the space inside
the tent. At one table, two Sin-Eaters haggle over a guitar pick hung from
a chewed and blackened strip of leather. At another, an oracle stares into
space while her companion waits patiently. In one corner of the room, a
mariachi plays, and a young woman hands out sugar skulls to the small
audience gathered in front of him.
The characters are free to wander the gathering of the krewes, and you
may want to improvise some conversations with members of other krewes.
This scene is perfect for introducing or updating plot threads in an ongoing
chronicle. If you have a krewe that already has a rivalry with the troupe’s

11
characters, having them around could ignite some sparks and make for a
dynamic scene even before the train goes off the track in ”The Train.”

Rumors
You can use this time to spread a few rumors about the Glorious Church
of the Unified Spirit, too. Feel free to tweak things to fit your chronicle’s
Through the Ebon Gate
Storyteller Goals
This scene is all about setting the mood and getting the players into
to get the troupe into the mood for gaming. Few things focus a troupe better
than rolling the dice. You can use the systems below to model any number of
carnival-style games: ring toss, balloon darts, magnet fishing and so on.
character. If this were a television show, this scene and the next would Dice Pool: Dexterity + Athletics
be the hook before the credits. This scene can take as much or as little Action: Extended (target of 10). The character has as many rolls as he has
time as you need. If this is the first time the players have played these darts, balls, rings, etc.
characters, this scene can be stretched out to give the characters a chance Hindrances: Standing at the line (-1); bad eyesight (-2); drunk (-2).
to interact and introduce themselves around to the other krewes in your Help: None. Carnival games are designed to increase your chances of losing,
chronicle’s city. Keep the characters involved in the carnival only as long not winning.
as they are enjoying themselves, though. When things start to drag, move
on to the next scene. Roll Results

Character Goals
Dramatic Failure: The character misses entirely, losing all of the successes he
has accrued.
Failure: The character fails to make any progress toward winning the game.
The characters’ only goal is to do their part establishing the scene. If this is Success: The character makes progress toward winning the game.
the first time the troupe has played these characters, give them some time Exceptional Success: The character makes extraordinary progress toward win-
to get into their roles and work out a bit of the inter-krewe dynamic before ning the game.

Consequences
pushing forward, whether to apply pressure to the krewe by introducing
them to a rival krewe or moving straight on to the next scene.

Actions This scene is largely flavor, intended to give the characters a chance to live in the
moment, so most of the consequences of this scene will be player-introduced or
Playing Games at the very least highly character-centric. It might be a good idea to keep a piece
of scratch paper handy to write down snippets of character dialogue or action be-
There are a number of games available during the celebrations. Playing tween the players’ characters and Storyteller characters from other krewes that you
games has no real effect on the adventure, but it’s a way to introduce play- might like to revisit later, particularly if this is part of an ongoing chronicle.
ers to the mechanics if this is their first time playing, as well as a method When the characters are ready to leave the party, move on to “The Train.”

12
Through the Ebon Gate
The Train
despite your best efforts to the contrary, your best bet is misdirection. Intentionally
draw their attention to a drunken fight on the midway or an obnoxious barker
trying to get one of the characters to play ring toss (Hey, mister! Five’ll get ya ten
rings! We’re giving away a Nintendo! You look like a man with an arm! Five’ll get
Mental ••• Physical ••• Social • ya ten!) Of course, if one of the characters has the Danger Sense Merit (World

Overview
of Darkness Rulebook, p. 108) or some other method of precognition, the train
itself can become a bleak harbinger of doom. Even then, you can leave things
vague enough that the character might interpret the train as symbolic or possibly
The characters leave the midway just in time to witness a tragic disaster. the carrier, rather than the instrument of doom itself.

Character Goals
A train derails and collides with the carnival, killing and injuring a large
number of innocents.

Description
As you move back into the open air, you see that the carnival has become more
This scene’s pretty straightforward from the point of view of the characters:
survive. There’s very little time for conscious thought, and indecision will really
only result in serious injuries or death. Even if the Sin-Eater argues over every
crowded. You can just barely hear a country band playing on a nearby stage decision he makes with his geist, this is one time when both entities should be
over the voices of the crowd, and a passing passenger train is almost drowned in complete agreement – get out of the way!

Actions
out entirely by the cacophony. Another krewe of Sin-Eaters comes out of the tent
laughing and jostling one another when the carnival erupts. You hear a massive
explosion followed by the tortured shriek of metal on metal. You watch as the
A Disappointed Girl
car just behind the passenger train’s engine erupts into a ball of flame. The train
bucks and rolls like a frightened animal, the cars tumbling off the tracks and
sliding through the crowd. When the train tumbles into the carnival, chaos ensues. The crowds explode into
Directly towards you. panic, with one common element: Left, right, direction doesn’t matter – they

Storyteller Goals
all run away from the train. Everyone that is, except one lone girl. During the
chaos, ask the characters to roll to notice this action, and read the following to
them, should they succeed:
The explosion and ensuing destruction should come as a shock to the As people scramble for safety, the crowd surges away from the train like a living
players. It should come out of left field. One moment the characters are thing. Only one person stands apart. A dark-haired girl watches the scene with
enjoying themselves, the next they’re trying to get out of the way of tons a mixture of awe and horror on her face. It might be shock, but something tells
of twisted metal and fire. Because you know what’s coming, it’s easy to you it’s more. Somehow, she seems… expectant.
get excited and, in anticipation of the event, telegraph that something big Dice Pool: Wits + Composure
is about to happen. If you feel like the players are picking up that signal Action: Instant
Hindrances: Currently running for your life (-2)
Help: Actively scanning the crowds (+1)
A Word About Mementos
If characters are callous and quick-thinking enough, it’s possible that Roll Results
Dramatic Failure: The Sin-Eater doesn’t see Marci, but he also finds himself
certain items—a crushed and abandoned kewpie doll, or a bloody
disoriented by the chaos. He loses five seconds worth of time from the attempt
keychain taken from the corpse of a victim—might work well as the to run from the train’s tumbling wreckage (see below).

13
foundation for a new Memento. Characters should be careful collecting Failure: The character doesn’t see Marci in the panic.
such trophies, though, as people get oddly sensitive about vultures Success: The Sin-Eater notices Marci, though he probably couldn’t pick her
picking at the dead at the best of times. When a person is confronted out of a lineup. If he sees her again, he’ll have to roll Intelligence + Composure
with this much destruction, he feels helpless, and that helpless fury to recognize her.
is difficult to handle. A scavenger is a much smaller thing than the Exceptional Success: The character sees Marci and takes enough notice of the
mass of death around him. It’s something that fits into his worldview, details that he would recognize her again later without a roll.
something he knows how to deal with.
Through the Ebon Gate
Saving an Innocent Action: Extended. Each roll takes 5 seconds. The character has 20 seconds to
get fully out of the way.
Over the course of the destruction, you can inject more drama into the Hindrances: Slippery or inappropriate shoes, such as high heels (-2)
situation by putting someone (a character’s loved one or a random and Help: Running shoes or hiking boots (+1)
helpless innocent) in harm’s way, pushing the Sin-Eater’s buttons and
forcing them to confront whether they have a heroic nature, or if their Roll Results
own previous close call with death causes them to seize up. Dramatic Failure: The character gets hit by flying debris from the train, and
Dice Pool: Dexterity + Athletics. The character must achieve a number suffers 3 points of lethal damage.
of successes equal to the number of yards she is away from the victim she Failure: The character gets clipped by a piece of wreckage or flying debris,
is trying to save. taking 3 bashing damage.
Action: Instant. Success: The character makes progress toward getting the hell out of the way
Hindrances: Slippery or inappropriate shoes, such as high heels (-2) of the train.
Help: Running shoes or hiking boots (+1) Exceptional Success: The character handily avoids the train.

Roll Results
Dramatic Failure: The character falls in the chaos, twisting her ankle and
suffering 1 point of bashing damage.
Consequences
This scene can have consequences that linger long after this story is done. An
Failure: The character is caught in the flood of running people and attack that is essentially domestic terrorism can completely change the way that
makes no progress towards the fallen victim. security is handled on the local mass transit systems. At least for the near term,
Success: The character makes progress towards the victim she is trying there will be an increase in “security theatre,” enhanced measures that will make
to save. life more difficult for many of the supernatural denizens of the city, sometimes
Exceptional Success: The character makes extraordinary progress even more so than for the mortal population: x-ray machines, metal detectors,
towards the character she is trying to save. searches, guards who pull anyone aside who looks remotely suspicious or eccen-
tric. There are any number of ways you can make life more interesting for the
RUN! troupe’s characters in the aftermath of Mateo’s suicide.
When a giant train car is skidding along the pavement in your general The train’s wreckage leaves behind a ragged trail of wounded and questions.
direction, getting out of its way is usually the immediate choice. Whether the krewe chooses to help the wounded and investigate the wreckage
Dice Pool: Dexterity + Athletics. The character must achieve 5 successes or they decide to run away, go to “In the Aftermath.”
to get free of the train’s path of destruction.

14
Through the Ebon Gate
In
for. He truly believed he was liberating the people he killed. Keep in mind that

the Mateo (and the rest of the human members of the Black Gate cult) are not know-

A ftermath
ingly evil. They are desperate and their actions have consequences that are, in the
final balance, evil, but they aren’t sitting around twirling their moustaches and
cackling madly.
If the krewe decides to investigate Mateo, he is horrified at what he’s done,
but he doesn’t want his failure to reflect on the rest of the church. To him, this
Mental ••• Physical •• Social ••• is a personal failing.

Overview
As you approach, the charred shade looks up at you, and you can tell he recognizes you
for what you are. He falls to his knees.
“I’m sorry! I’m so sorry,” he says. “So sorry! I crossed through Black Gate, but I wasn’t
The characters pick through the wreckage of the train, giving them a worthy. I’m sorry… I’m sorry…”
chance to investigate the cause of the “accident,” assist in triage of the
surviving victims or put those without hope to rest, depending on the L ater That Evening
characters’ inclination. In the blue light of the moon, the train seems to glow a dull silver, where the metal hasn’t

Description
been blackened or scratched to a flat, matte grey. Every fair leaves a wasteland when
the gathered masses leave; a barren plain of concrete dotted with the flimsy structures of
attractions stripped bare and left lonely without the mystique of the carnival. Tonight,
The characters may experience this scene in two ways: Immediately after though, a different sort of magic holds sway. Only the living desert the fairgrounds. The lost
the accident or later that evening, after the urgency of the emergency and wandering dead still mill about, searching for loved ones who survived or mindlessly
has been resolved. repeating the same carnival actions over and over again. One ghost throws phantom rings
at bottles hidden behind a tarpaulin for the night. Another wanders by holding hands
Immediately Following with someone who isn’t there, pointing to the shadowy bulk of the Ferris wheel that blots
Amid the wreckage, you can hear the moans and cries of the injured and the lost. out the stars.
People wander the fairground in shock, looking for loved ones they were standing with Ahead, by the ruined hulk of the second car, the epicenter of the explosion, you see
only moments before. The wreckage of the train itself is strewn across the carnival. a charred shade sitting on a pile of debris with his face in his hands. As you approach,
The chorus of moans underlies everything, a counterpoint to the crackling of fire and he looks up. His face is torn and burnt by the force of the explosion that rent the train
the bumps and pops of cooling metal. A woman lies on the ground nearby, bleeding asunder. You can tell he recognizes you for what you are. He scrambles off the debris and
from a head wound. Her hands clench and unclench around the fabric of her blouse, falls to his knees.
and she stares into space, repeating the name “John” over and over again. “I’m sorry! I’m so sorry,” he says. “So sorry! I crossed through Black Gate, but I wasn’t
The carnival’s first aid staff is trying to help the survivors, but they’re worthy. I’m sorry… I’m sorry…”

Storyteller Goals
overwhelmed, and it’s going to take time for paramedics to arrive.
Any characters with medical training have their work cut out for them.
Between the passengers of the train and the carnival-goers, hundreds of
people were injured or killed. A Reaper might take it upon himself to This scene is all about giving the preliminary clues to the players. The biggest one,
wander the wreckage as an “angel of mercy,” helping those who won’t of course, is the inverted Old Tongue sigil for “shattering,” the symbol used by
survive find a peaceful end. the inner circle of the Glorious Church of the Unified Spirit, spray-painted on
The train is scattered across the fairground. The only car still on the tracks is the side of the half-destroyed engine. Of course, Mateo can provide some clues,
the engine. Next to the door, there is a strangely familiar mark spray-painted in but he won’t mention the church itself by name.
messy graffiti. If the characters avoided the immediate aftermath of the wreck, they miss out

15
Around you, the first ghosts begin to fade into being. Some of them cry out, try- on immediate clues. Keeping the characters involved when they are intentionally
ing to answer the calls of the survivors, while others begin to wander as if nothing keeping themselves on the periphery is a difficult task. In this case, your goal is
has happened. Near the train, one shade screams, his face ruptured and twisted to encourage the krewe to get involved despite their apathy and avoidance. Keep
by the explosion. in mind that character avoidance may not be the same thing as player disinterest.
The ghost with the tattered face is what remains of Mateo, the Seeker If the character is a convict on the run, the wreckage is the last place he wants
who detonated the bomb. He is distraught – this isn’t the effect he hoped to be. Likewise if a character is presumed dead, she might have difficulties when
Through the Ebon Gate
giving a statement or worse, when her grieving mother sees her on televi- and awed by the Sin-Eaters, so he falls back on quotes from the scripture Uriah
sion and starts looking for her. You need to give such characters a feasible created with the help of the Lost Minister. Mateo will answer any question as
way around, an avenue into the story. honestly as he can unless he feels it would lead the Sin-Eaters to Uriah and the
This is exactly the kind of thing that sets the world aflame. Cell phone church. Then he’ll clam up and politely refuse. If pressed, he will allow himself
footage is making its way onto video sites, while people are sending live to be destroyed – he’d prefer it right now, actually – before he’ll talk. Keep in
updates to social networking sites like Facebook or Twitter. The krewe mind that there are hundreds of innocent people around, so this interrogation
will be awash in the media’s tragic theater, humanity’s need to vicariously has to be done discreetly.
experience the darker things. This is, after all, literally a train wreck. Mateo saw Marci at the site, either afterward before she ran away, or later, when
If the players are disinterested, you have a larger problem, but not an she came back hoping for his return. Either way, he’s worried about her and, if
insurmountable one. One method of increasing the player’s investment is the Sin-Eaters are at all diplomatic, he might eventually become desperate enough
to make the consequences of the wreckage more personal for his character. to tell the characters about Marci and that he feels she’s in danger. He will not
Maybe a friend or a contact (or an ally’s friend or loved one) was on the tell them that she’s a member of the church, but he’s afraid she’s going to hurt
train, and it becomes apparent in the aftermath. herself, and his faith in the Black Gate is a bit shaken. He’ll send the characters

Character Goals
to her office at the university — he knows she goes there when she’s depressed.
Dice Pool: Manipulation + Persuasion vs. Mateo’s Finesse + Resistance (dice
pool 3)
Depending on the characters’ archetypes, the aftermath of a large disaster Action: Instant and contested
can elicit a variety of responses. A Reaper may choose to send souls along, Hindrances: None.
while a Pilgrim might comfort the survivors, encouraging them to bid the Help: The characters approach Mateo in a calming manner (+1).
dead farewell and let go.

Actions
Roll Results
Dramatic Failure: If the player of the speaker rolls a dramatic failure, the char-
acters alienate Mateo and send him into a panicked spiral; he won’t interact
Questioning Mateo with them any further. If the Storyteller rolls a dramatic failure, Mateo not only
answers, but he volunteers answers to questions that weren’t asked.
Mateo will cooperate to a certain extent. He doesn’t know as much as he Failure: Mateo remains too preoccupied with his own failure to be of any use.
thinks he does, and he’s not willing to betray his friends in the church Success: Mateo is willing to answer a number of the character’s questions equal
– he’s afraid that the Sin-Eaters will punish them for his failure. However, to the successes rolled.
he does repeat certain doctrines of the church as rote. He is nervous Exceptional Success: If the player of the speaker rolls an exceptional success,
Mateo is not only willing to answer the character’s questions, he volunteers
answers to questions the characters didn’t ask. He still won’t betray the Seekers,
Mateo’s Answers however. If the Storyteller rolls an exceptional success, Mateo won’t interact with
Why did you do it? “I was trying to touch the divine. To be like you! them any further.
I hoped to call upon a spirit to join with me and help me return from
the darkened lands, perfected.”
Performing Triage
Characters with medical training are welcomed by the first aid crews and im-
What about the others on the train? “I was trying to help them to mediately put to work. Even characters without medical training can volunteer
pass through too! ‘We must all cross through the Black Gate and as runners or just help make those who cannot be saved more comfortable in
return if we are to be whole.’” their last moments. Simply holding the hand of a frightened and dying casualty
can be invaluable in a situation such as this.
Where did you get the idea to become like us? “The minister told us.

16
Dice Pool: Dexterity + Medicine
He sends word from the other side, trying to help us find our way.” Action: Extended. Each roll represents one minute of work. The character
Who is “the minister?” “That’s the only name we – I – know.” must achieve a number of successes equal to the number of Health points you
Where you trying to merge with a specific ghost? “No… Is that determine each patient to have lost due to the destruction, in order to stabilize
where I went wrong? Oh, my God, I’m such a failure!” that patient before disaster relief arrives and sets up a field station or transfers
the patient to the hospital.
Are there others like you? “I can’t tell you. I’m sorry, they shouldn’t
pay for my mistake.”
Through the Ebon Gate
Hindrances: Lack of tools (-2), distraction from noise (-1) Dice Pool: Intelligence + Occult
Help: Field kit (+1) Action: Instant
Hindrances: The sigil is partially obscured by soot and damage (-1).
Roll Results Help: The character attempting to decipher the obscured and inverted symbol
Dramatic Failure: The character’s efforts make the patient’s condition is fluent in the Old Tongue (+2).
worse instead of better. The subject is moved prematurely or incorrectly,
or their wounds are treated improperly. The patient loses one Health Roll Results
point of bashing damage and all the character’s accumulated successes are Dramatic Failure: The character misinterprets the sigil, providing the krewe
lost. He must start from scratch if he’s to help the patient. If the subject with false information.
is bleeding to death, an extra wound turns from lethal to aggravated, in Failure: The character fails to recognize the sigil.
addition to the one lost for the minute that’s wasted. Success: The character recognizes the sigil as the Old Tongue symbol for “shat-
Failure: The character makes no progress in alleviating the patient’s tering,” but upside down.
injuries. If the subject is bleeding to death, a wound turns from lethal to Exceptional Success: The character recognizes the symbol and makes the con-
aggravated over the course of the wasted minute. nection that if it is inverted, the symbol might be intended to signify unification
Success: The character makes progress in alleviating the patient’s in- or repair.

Consequences
juries. Until you acquire the total number of successes required to stop
a patient from bleeding to death, one more of his wounds turns from
lethal to aggravated per minute.
Exceptional Success: The character makes significant progress toward Depending on the character’s actions in this scene, a number of wrinkles can be
alleviating the patient’s injuries. introduced. If any of the characters performed triage on the wounded survivors,
they may be singled out for media attention for their heroism, which, while sat-
Recognizing the Sigil isfying, may make their day-to-day life a little difficult for a while and also hinder
The sigil spray painted on the side of the train has been battered by the krewe’s investigation into Mateo’s associates. If a character decided to act as
the explosion and is partially covered by the soot and grime or scraped an “angel of mercy” and he was seen, the witness may tell the police or take it
away by the concrete. It is still recognizable by those who are well versed upon herself to enact her own form of justice.
in the Old Tongue, with a little creativity. The Glorious Church of the Given the information they gathered, the characters may choose to do a little
Unified Spirit uses the symbol for “shattering,” but inverted, to denote asking around in “Turning the Stones,” they may follow Mateo’s desperate plea
a unification of that which was once disparate. The Old Tongue does and visit Marci’s office in “The Second Soul,” or they may go their own way,
have a word for “unification,” or “to unify,” but this symbol has been picking up the thread again in “Marci’s Sacrifice.” If the characters didn’t ques-
adopted to indicate that it is not the natural order of things, and because tion Mateo, or did but didn’t completely alienate him, his spirit is anchored to
the normal word does not bear the connotations that the Seekers have the fairgrounds now, haunting the location of his failure.
placed upon their own symbolism.

17
Through the Ebon Gate
Tu rning the
game, you might want to create a few scene cards of your own using either
index cards or the free SAS support kit, with responses customized for each
character in the krewe.

Stones Character Goals


It’s all about the characters. Their talents and networks are the fuel that drives
Mental ••• Physical — Social ••• this scene.

Overview Actions
Hitting Up Contacts
The characters put their skills and contacts to work, looking for informa-
tion based on what they already know. This is less a scene than it is a good
old-fashioned “research montage.” The characters may have contacts in all manner of venues that could be helpful.

Description
Religious contacts may be able to provide the characters with a bit of insight into
the Glorious Church of the Unified Spirit. One of them might even have a copy
of the flyer for the church (see p. 36). Journalism and Police contacts can provide a
You got what you could from the wreck site. The streets are buzzing with rumors; bit more information into the wreck than the public has access to, though possibly
people worry at every scrap of news, and every source is full to the brim. Every not as much as the characters were able to glean from interrogating Mateo.
channel is playing regular updates, with the same footage of the smoking wreck as
seen by helicopter. Twitter and the other social media sites are slammed with eye- Journalism And Police Contacts
witness accounts and digital rubbernecks, living vicariously at a safe, disconnected • “The train derailed there on purpose. Definitely a bomb. You didn’t hear this from me,
distance. The media is awash in conjecture, but there must be more to know… but it was homemade stuff. Chemical.” The train was definitely bombed using a
homemade chemical explosive. The police are running down suppliers of the
Spreading the Net (Police) materials used in its construction, but that will take time. The media still hasn’t
Your friend in the department is hard to reach. He finally answers his cell phone. released the news that it was a bombing.
“What?” he says. Even in that one word, you can hear the tension in his voice. • “Ain’t heard nothin’ from no one. Nobody but nutjobs, at any rate.” Nobody credible
He’s had better days. has taken credit for the attack. Any number of crackpots have already called
to confess their involvement, but there’s nothing concrete.
Spreading the Net (Journalists) • “We’ve got a suspect, or at least what’s left of one. Found a few bits in the car that
You can hear the shouting of crews and the chaos of the clean-up behind his voice. went boom.” The police have recovered parts of Mateo, but there’s not enough
Over the phone it becomes a wall of noise. for quick identification. Mateo didn’t have a criminal record, so without a
“Tell me you’ve got something on this.” lead, they don’t have his DNA to test against.

Researching Online Ghostly Contacts


It’s a flood. “815crash” is a trending topic on Twitter, and digging through the • “There’s a lot of exorcist shit going on lately. People running around with spooks on
mess is almost impossible. Other sites are just as bad. This is going to take a while their backs, like the Old Laws just don’t apply.” The Seekers who have moved
to comb through. beyond simple initiation tend to open themselves up to possession, allowing

Storyteller Goals
ghosts to take control of their bodies in a kind of transhumanist abdication
of responsibility.

18
• “Been seeing some spooks I’m not used to hanging around by that old bookstore…
This scene is actually a series of short vignettes you can pick and Sorry, don’t remember the name of it. I might be able to find out, if you could do
choose from, intersperse where needed, or drop in the players’ laps me a favor…” Dealing with ghosts is never a one-way affair. They always want
if they’re too lost. Information should be personalized based on the something in return.
characters’ relationship with their contacts. When preparing for the Dice Pool: Manipulation + Persuasion (or Socialize, depending on the Con-
Through the Ebon Gate
tact) save.”
Action: Instant She turns and pans the camera (maybe it’s a cell phone?) over the interstate traffic.
Hindrances: Frequent and recent requests (-1 to -2), obscure informa- The landmarks around the overpass she’s standing on look familiar, and you see painted
tion (-2 to -3) on the rail the same sigil that adorned the engine of the train.
Help: Gift (+1), small bribe (+1), an outstanding favor (+1 to +3) “I miss Mateo. Maybe I can bring him back through the Black Gate.”
The video ends.
Roll Results Dice Pool: Intelligence + Computer
Dramatic Failure: The contact doesn’t tell the character the full extent of Action: Extended (4 successes; each roll represents 30 minutes of research)
what he knows, or provides misleading information. Perhaps he’s holding Hindrances: Unusual topic (-1), limited library or proxied Internet connec-
out for money or favors, or simply makes an honest mistake. tion (-2)
Failure: The contact doesn’t have the information the character needs. Help: High-speed Internet (+1)
Success: The contact is able to provide some information that’s helpful
to the character. Roll Results
Exceptional Success: The contact is able to provide a wealth of in- Dramatic Failure: The character obtains flawed or inaccurate information that
formation to the character, providing answers to questions that aren’t leads him to draw incorrect conclusions about the subject.
even asked. Failure: The character makes no progress in locating the information he’s
after.
Researching Online Success: The character makes progress in his search for information.
We live in an increasingly voyeuristic, privacy-challenged society. The Exceptional Success: The character is well on his way to discovering the
absolute best way to get information on a rapidly evolving current event information he’s after. If the roll provides enough successes to push the total
is through online channels. Blogs and news sites update faster than the well above the amount necessary to complete the task (by five or more), he gains
newspapers and television stations can produce content, vet it and get it additional information pertinent to his research, providing greater detail and
edited and laid out for publication or present it live. Tools like Twitter insight into the subject.

Consequences
are changing the way we communicate and interface with one another.
The democratization of media extends even to the Black Gate cultists.
Sin-Eaters looking online for information may run across the flyer for
the church (see p. 36), but when they strike paydirt, it is in the form of a Depending on the information the characters uncover, they may be able to move
new video on YouTube. directly to “Tea With the Enemy,” using the address on the flyer. Even if they
On one of the video sites, you find an entry that was just uploaded and, from don’t find Marci’s video on YouTube, you might want them to happen upon
the looks of it, just recorded. In it, a thin girl with a round face stares into the her suicide attempt in “Marci’s Sacrifice” to string things out a bit and get a little
camera as rush hour traffic rushes down the interstate behind her. more mileage out of the story.
“This is my graveyard,” she says. “These are the people I have chosen to

19
Through the Ebon Gate
The S econd Actions
S oul Searching the Office
There are a few clues that may be found in the office. A flyer for the Church
(see p. 36) is in a desk drawer, Google Maps is still open on her web browser
Mental •• Physical – Social – (pin-pointing the intersection she’s been sent to), and her email has a notifica-

Overview
tion from YouTube that her farewell video (see p. 21) has been posted. There’s
also an email from Mateo, telling her to stay away from the carnival the day of
the accident. Over the course of searching her office, the krewe may learn other
The characters visit Marci’s office. things about their quarry: a note from her father, perhaps, or her schedule,

Description
showing the composition and creative writing classes she teaches. On her shelf
are a few copies of The Second Soul, a small-press science fiction novel she wrote
wherein the protagonist joins his soul with another to create a bipartite being
The door says “Palmer,” and stands just slightly ajar. The office is cluttered, every who is stronger and better than he was alone.
flat surface stacked with papers and books, except for the obviously well-used futon. Dice Pool: Wits + Investigation
The desk has a bulky old monitor on it, the beige gone yellow with age. Photos of a Action: Extended (5 successes required to find everything; one roll represents
round-faced girl with an older man are hung on the walls and stand on the shelves. 10 minutes of activity)
Taped to the monitor is a picture of Mateo alive, his arm over Marci’s shoulder. Hindrances: Attempting to be subtle (-2)

Storyteller Goals
Help: Unrestricted access to the scene (late, guards are neutralized; +2)

Roll Results
Marci’s plight is more likely to elicit a sympathetic reaction if the characters Dramatic Failure: The Sin-Eater draws incorrect conclusions from the informa-
see her as a person, rather than just another Storyteller character. This tion she gathers.
scene, as well as “Marci’s Sacrifice,” work best if you evoke Marci’s life Failure: The character uncovers no useful information.
beyond her involvement in this story. Given that she is as much a victim Success: The Sin-Eater uncovers useful information, but is that all there is to learn?
of the Lost Minister as anyone else, creating sympathy for her can be Exceptional Success: The character gains a wealth of useful information from
beneficial to the endgame of the story: the fight with the Lost Minister. If a few minutes’ careful study.

Consequences
you are using the Seekers as directly evil, she can still be saved from their
clutches. If you are portraying them as deluded and lost, she is a symbol
for the entire church. Either way, her grief and desperation can be used
to create a sense of outrage in the krewe, giving them fire and determina- With the information gathered, the characters have a choice. If they discovered
tion that can carry them through the rest of the story. the map and the video, they can proceed to “Marci’s Sacrifice.” If they discovered

Character Goals
the flyer, they can also choose to move on to “Tea With the Enemy,” leaving Marci
to her fate (although depending on the characters’ Synergy rating, that might lead
to a degeneration roll). If you need to stir things up and slow the krewe down,
The characters are looking for clues to where she might be as well as you can always ambush them with “The Minister Says ‘Hi.’”
information about the Seekers.

20
Through the Ebon Gate
M arci’s Storyteller Goals
Sacrifice This is a tense situation. She’s packing a lot of firepower for a distraught girl with
a dead boyfriend. Marci’s trying to do the best thing she can think of under the
circumstances, but nobody’s under any impression that she’s thinking straight right
now. The characters are running on a clock. When Marci climbed up onto the
Mental ••• Physical •• Social ••• rails, it went from “there’s a girl watching traffic” to “that girl’s about to jump!” and

Overview
someone is sure to have called the police from their cell phone as they passed. The
other factor to keep in mind is that, sooner or later, Marci herself is going to jump
or move wrong and set off the unstable explosives she’s strapped to herself.
Marci plans to sacrifice herself by jumping off of an overpass wearing Your goal here is really to amp up the suspense of the moment. Sin-Eaters have
a vest of homemade dynamite. She’ll cause a massive pileup and many a number of abilities that allow them to control someone else’s body. Marci’s got
deaths, if the krewe can’t stop her. a decent resistance against them, but the danger is really in the explosives. Any

Description
wrong move could turn the overpass into an explosive addition to the news. It’s
even completely possible that she could calm down, agree to help the characters
and still blow herself up trying to crawl off the rail.

Character Goals
If the characters discovered Marci’s video online, or discovered her loca-
tion because Mateo sent them to her office, read the following:
Marci is ahead, looking over the rail of the bridge. Below, the main artery of
the interstate flows thick with rush hour traffic. She looks up and sees you. She The characters have two main goals here: save Marci and however many innocent
shouts and scrambles carelessly up onto the rail, the rubber soles of her shoes slip- lives she would take with her, and find out more about the cult. Calming Marci
ping on the pitted concrete. down is the best way to accomplish both goals, and the characters have the best
“Stay back,” she shouts, pulling a pistol from the inner pocket of her jacket. chance of doing that. They can act as intermediaries to allow her to have her
Tears wet her cheeks, but she looks determined to jump. Under her jacket, you see final moment with Mateo. If she survives thanks to the characters, she might
the edges of what looks like some kind of explosive. become a useful resource for them in the future if they choose to cultivate her.
If they just happened upon her suicide attempt, read the following: Marci could become a solid symbol to remind the characters of the good they
Ahead, you see a girl in a bulky jacket looking over the rail of the bridge. Below, have done after she completes her journey back to stability.

Actions
the main artery of the interstate flows thick with rush hour traffic. She reaches
up and begins to pull herself onto the rail, and you see a flash of what looks like
explosives under the hem of her jacket as it rides up. Under her, on the pitted
Assessing the Explosives
concrete, you see the same sigil that was on the train.
Marci’s wearing a wrap of explosives that are just about as unstable as
she is right now. One good hit or spark could set the whole thing off. Marci’s no explosives expert. The Lost Minister has contacts with a man (the
Mateo didn’t return, and she blames herself. Now she thinks she can be same man who approached her on his behalf, and the man who gave Mateo his
the one to go into the Underworld and save him. She wants to be his explosives) who provides his cultists with the proper tools. In this case, he gave
Orpheus. Uriah doesn’t know that she’s doing this. The Lost Minister her homemade and extremely volatile dynamite. The specific locations of the
reached out to her through another intermediary almost immediately attacks don’t matter to the Lost Minister— he uses the symbol and the location to
after Mateo died, manipulating her in her weakest moment. make his pawns feel like they are fulfilling a prophecy or some other meaningful
If one of the characters tries to nudge her or blatantly control her via task. Once Marci had the explosives, he didn’t really care where she went off, as

21
a Manifestation, keep in mind that the explosives are extremely volatile. long as a lot of people were around.
Every move Marci makes is subject to a Dexterity + Composure roll. Suc- Dice Pool: Intelligence + Crafts or Science
cess means she doesn’t go kaboom. For more information on explosives, Action: Instant
see p. 179 in the World of Darkness Rulebook. Hindrances: Marci pulls her jacket closed before the character can get a clear
look (-2)
Type Blast Area Damage Size Cost Help: Character gets a clear look (+1)
Marci’s explosive jacket 12 6 2 ••••
Through the Ebon Gate
Roll Results Roll Results
Dramatic Failure: The character misidentifies the explosives and deter- Dramatic Failure: Not only do the characters not convince Marci, but they drive
mines that they are safe. her to jump into traffic below, detonating the dynamite and causing quite a lot
Failure: The character can’t identify the explosives. of damage.
Success: The character identifies the explosives successfully and recog- Failure: Marci is unconvinced, but does not jump (though she will with the
nizes that they are extremely unstable. slightest provocation).
Exceptional Success: There is no reward beyond successful recognition Success: Marci is calmed for the moment. She still stands the chance of slip-
of the danger the characters are in. ping or moving wrong and detonating the explosives until they are (carefully)
removed and secured.
Negotiating with Marci Exceptional Success: There is no further reward above and beyond achieving
Marci’s an emotional wreck. If the characters try to talk her off the ledge, a regular success.

Consequences
they need to find a way to help her find some kind of hope for the future.
One angle they might exploit is their ability to reach Mateo and talk to
him. She regrets never telling him she was in love with him.
Dice Pool: Manipulation + Persuasion vs. Composure + Empathy (in There’s only one thing to really do at this point: it’s time to visit the Glorious
Marci’s case, the pool is 5) Church of the Unified Spirit. If the characters have been really slamming ahead
Action: Instant and contested. and you want to slow them down a bit, you could slip in an ambush with “The
Hindrances: The characters are aggressive (-2). Minister Says ‘Hi’,” or you can move directly ahead to “Tea With the Enemy.”
Help: The speaker mentions being able to contact Mateo’s ghost (+1).

22
Through the Ebon Gate
The M inister
There’s very little the characters can do to the shades that will match the horrors
they imagine the Lost Minister inflicting on them.

Says “H i” Storyteller Goals


This is a straight-up slugfest. Your main goal here is to make the combat into
something that evokes drama and illustrates that the Lost Minister knows that
Mental •• Physical ••• Social • the characters are investigating and he’s not happy about it. Of course, just like

Overview
in the movies, these sorts of “warnings” are usually ineffective. From your point
of view, this scene succeeds if the ambush does just enough damage that it
strengthens the characters’ resolve rather than actually frustrating their advance
The characters are ambushed by a group of the Minister’s agents and or driving them off.

Character Goals
forced to fight.

Description
Each player may reflexively roll to see if their character successfully detects
Of course, the characters’ goal here is to win the fight, or at least get away. With
a little planning on your part, you can give each character a moment to shine
the agents using their Numina. If even one succeeds, read the following, in the fight, where they get to do something awesome. Perhaps you could set
directing the descriptions of the cramps at the characters who succeeded. the ambush in a construction site, so the Sin-Eater with Industrial Boneyard
If any character achieves an exceptional success, the agent manifesting is can use the crane to take one ghost out, while another dives into the mound of
ahead and to the right. moved earth and pulls up the Grave Dirt Shroud to go toe to toe with the agents’
As you walk, a churning pain twists in your stomach. Somewhere very close leader. Keeping track of the krewe’s abilities and planning ways to enable the
nearby, a shade is manifesting. Before you can investigate, more ghosts appear all characters or counter them is even more important than keeping track of your
around you. To your left, one opens its wolflike maw, and ectoplasm drips to the own Storyteller characters.

Actions
ground in long, green strands. On the right, another stands folded over sticklike
legs. Dark, bloody stains obscure its mouth in a ragged slash. Its talons twitch on
its branchy arms like twigs shaking in the wind.
From ahead, a thick, elephantine giant of a shade lumbers forth from the dark- Most of this scene is combat. The main action the characters can take outside of
ness. His tattered coveralls barely cover mangled and sinewy flesh. His tiny eyes combat is the reflexive detection of the lead shade’s manifestation at the begin-
glitter beneath the squalid folds of his face. ning of the scene. The guardians know how to work together, and they chose the
“You should walk away,” he says. location of the ambush for a reason. They’ll choose a location like a construction
The ghosts attack almost immediately. They’re not really good at yard for their own reasons too. In a fight with the guardians, the environment
talking, and it’s definitely not what they’re here for. You should think is as important as the shades themselves. Rebar and heavy machinery become
carefully about where you set the ambush. A location that fits into your weapons in the hands of a poltergeist. Use the rules for improvised weapons on
setting and gives the characters a chance to use their powers is best. Keep p. 136 of the World of Darkness rulebook for the items the guardians turn into
in mind that each of the shades’ anchors must be fairly close by. Inven- killing tools.
tive players will seek them out and use them to destroy or blackmail the
agents. We’re leaving the specifics of the agents’ anchors up to you, so Detecting Numina Use
you can personalize them to your setting and the location you choose for Each Sin-Eater gets a chance to reflexively detect the agents’ use of Numina at
the ambush. Use as many of the guardians as you think the characters can the beginning of the scene. This is their early warning chance to avoid being

23
handle. One per character is a good rule of thumb, unless the characters completely ambushed.
are a particularly combat-weak (or very physical) krewe. Dice Pool: Wits + Occult + Psyche. You should ask each player to make this
The agents are loyal to the Lost Minister to a fault. They will fight until roll when you are ready to move on from this scene.
they are destroyed, because the consequences of losing or running are Action: Instant
worse than simply ceasing to exist or being banished to the Underworld.
Through the Ebon Gate
Consequences
Roll Results
Dramatic Failure: The Sin-Eater not only fails to notice the ghost’s use
of Numina, he also automatically fails to detect the next use of Numina
from the same ghost. If the characters all survive the fight with the Lost Minister’s agents, there are very
Failure: The Sin-Eater doesn’t notice anything unusual. few consequences that reverberate. If any of the shades were banished to the Un-
Success: The Sin-Eater notices the use of Numina. derworld, using them as the attackers on the train or the guardians in front of the
Exceptional Success: As above, and the Sin-Eater knows exactly where chapel later will provide a nice sense of consistency to the story, and create a bit of
the sensation originated (ahead and to the right). personal investment on the part of both the characters and the antagonist.

24
Through the Ebon Gate
Tea With
church is in a state of paranoid lockdown right now, due to Mateo’s actions.
They don’t know about Marci yet. Ed will be glad to answer questions about the
church, but he specifically avoids the topic of suicide and definitely the kind of

the Enemy
suicide bombing that Mateo (and potentially Marci) committed. The girls on the
couch, Tina and Jessica, are initiate Seekers. They haven’t been drawn into the
inner circle, and don’t know about the church’s stance on suicide.
The old man behind the counter is Harry, the owner of the repurposed book-
Mental ••• Physical •• Social ••• store. He donated the back of the shop for the church’s use, but the shop itself

Overview
is so often empty that the Seekers spend much of their time lounging around in
the front. Harry doesn’t mind; it makes the shop look more active.
If the characters seem curious, Ed will elaborate a bit on the information in
The characters track down the address on the flyer, and discover a small the flyer (see p. 36).
church in the back of an antique bookstore. One of the Seekers keeps “It’s simple, really. We’ve all seen little things, stuff we can’t explain. You know, like,
them from talking to Uriah initially, but they have a chance to talk to you know you turned that light off, but HEY! It’s on again. Or the rocking chair in your
him after a brief run-around. living room starts to rock for no reason. It’s not a bad thing. I know, I know… It can be

Description
scary. But everything we don’t understand is scary. The first person to see a plane was
terrified.
“I’m talking about ghosts. Sounds silly when you just say it like that, doesn’t it? It’s not
The address on the flyer is in the middle of a rundown strip mall, under a sign silly, and it’s not a joke. We’re not all sitting here having you on, my friends! We’ve all
that says “Harold Charger’s Antique Bookstore and Tea Lounge.” The small seen things, and we all know that the spirits of the dead are trying to reach us, to pass on
storefront has a display of used antique books in the window. A piece of worn their wisdom. We’d like to help you learn from them, too.”
and faded paper is taped in the lower corner of one window, with the upside-down If the characters are blatantly hostile, Uriah escapes out the back, but Jessica
“shattering” symbol drawn in faded marker. stupidly yells “Uriah, run!” giving the characters a chance to go after him. If
A beaten metal bell clatters as you open the door, announcing your presence. the characters are respectful and diplomatic with Ed, eventually Uriah returns
The interior looks less like a store and more like a living room. A pair of couches from the back and introduces himself. He can see the characters for what they
face each other with a coffee table in between. Seated at the couches, two twenty- are; it’s part of the gift that makes him different from the other members of the
something girls stop conversing and look at you as if you just walked into their church.
apartment. An older man sits on a stool behind a counter with a run-down cash “Ed, may I have a word with your new friends?” the shy looking young man says from
register on it, the only nod to commerce in evidence. A shy looking young man goes the curtain. He gestures into the back, inviting you in. “I’ve been waiting to meet you.”
into the back through a moth-eaten green velvet curtain as a more robust man in In the back, a collection of dining room chairs is arranged in a configuration roughly
shirtsleeves and a tie emerges. He smiles a car salesman’s smile and approaches, reminiscent of a church or a support group, facing a worn lectern. The young man smiles
extending his hand. softly as you enter the room.
“Come in, come in! We don’t bite. Is there anything we can help you with?” “I’m sorry, you must forgive me. This is very exciting. The Minister has told us so much
If the characters present the flyer or ask about the church, Ed introduces about you, but we’ve never actually met someone like you before.” He brushes his limp
himself a little more formally. blonde hair out of his eyes, “Oh! Sorry, my name is Uriah. I’m a Seeker here. I guess you
“Welcome to the Glorious Church of the Unified Spirit. My name is Edmund, could call me the pastor of the church. Would you like some tea?”
but you can call me Ed.” If Uriah is convinced, he will take the characters to see the Lost Minister, whom
If the characters go in civilly, they’ll be welcomed by Ed, who is cov- he assures them will explain everything. But he insists they go “his way,” which
ering for Uriah. For his part, Uriah knows what the Sin-Eaters are on involves his talent at divining the location of Avernian Gates (see p. 27).
sight, and has decided to essentially screen their call. Depending on how “Wherever I go, follow me.” Uriah closes his eyes and prays for a moment, and then

25
rough the characters look after their interactions with Marci and the Lost stands. Nothing happens for a few moments, but then his eyes roll back in his head, and
Minister’s agents, Ed may be a little more suspicious (though he’ll act no be begins to sway and stagger. He leads you down the street, stumbling along oblivious
less solicitous) of the characters. to the world around him. Time has passed, and it’s dark now. He turns and tries to go
Ed is nobody special. He’s just a Seeker running interference for Uriah, forward, but a gateway stops him. Uriah blinks and looks around. You’re at the train
trying to work out who the krewe is and whether they’re trouble. The station. “The gateway lays beyond here.”
Storyteller Goals

Through the Ebon Gate


people. His faith leads him to believe in what the Minister tells him; he venerates
ghosts, and naïvely believes that they are somehow more honest than the throngs
This is one of those scenes you can use to push the krewe out of their ele- of humanity. However, the krewe are Sin-Eaters, the very thing he’s been taught
ment, creating drama through the awkwardness of the situation. What do to aspire to become. If the krewe presents a compelling argument, Uriah will help
you do when a man identifies himself as the leader of a group of domestic them by leading them to the Lost Minister. If they fail to convince him, they may
terrorists and then offers you tea? try other, more physical methods. Uriah’s not a particularly solid young man, so
If your chronicle leans to the darkly comic, this is a good scene to use the biggest issue the krewe will have in a combat situation will be Ed and, more
to play up the surrealism of things: powerful and strange characters, their importantly, the shotgun Harry keeps under the counter. If there is a fight, Tina
geists whispering to them and their deathly, otherworldly powers crackling and Jessica disappear, most likely calling the police once they’re safely out.
just below the surface, sitting in cheap folding chairs in a makeshift church Dice Pool: Manipulation + Persuasion vs. Composure + Empathy (in Uriah’s
having tea with a man who unwittingly conspired with an ancient, mad case, the pool is 7)
ghost to enable mass murder. Action: Instant and contested.
In a more traditional horror-based game, the same elements can lend Hindrances: The characters are aggressive (-1).
an unsettling creepiness if you stretch out the moment and emphasize the Help: The speaker is a Necromancer or Advocate (+1)
silence of the room, broken only by the tinkling of silverware on china,
and the tick of the grandfather clock. Discomfort can create different Roll Results
reactions in different people. Where one character might get nervous Dramatic Failure: Not only do the characters not convince Uriah, but he refuses
and act rashly, another might fight the giggles, while another might try to speak to them any further. He calls for Harry and Ed, if they approach him
to turn the tables on Uriah and out-wait and out-stare him. any more.
This is also a good time to actually tempt the characters with the idea of Failure: Uriah doesn’t believe the krewe. He remains faithful to the Lost Minister.
being worshipped by the Seekers. Uriah is a good person to use to “preach” Success: Uriah is willing to listen, but carefully watches the krewe for signs
the faith to the characters and make it clear that they are considered a that they are the ones playing him, not the Lost Minister.
sort of angel by the brethren, but Ed can work almost as well. Exceptional Success: Uriah believes the krewe completely, and relaxes his

Character Goals
guard around them.

The characters are trying to get Uriah to give them the information they
need to stop the killings. How they get it will vary from krewe to krewe.
Consequences
This scene leads to “On the 815.” Either the characters are lead there willingly by
Uriah is most amenable to a convincing argument. He’s not built for a convinced and helpful Uriah or they beat directions to the chapel out of him.
combat, but the other members of the church will defend him the best A slim chance exists that the characters will be able to find the Lost Minister’s
they can while he tries to escape if that’s the route the krewe takes. He’s home on their own, but the Underworld is a very strange place, with constantly
not unreasonable; just deluded and a little naïve. shifting geography. Uriah has ties to the minister that essentially acts like a hom-

Actions
ing device. His cooperation makes the krewe’s lives much, much easier.
If, for some reason, the krewe chooses combat and attacks Uriah, he will look
for a chance to double cross the characters later, in the Underworld. If they kill
Convincing Uriah him, he’s largely out of commission for the rest of the story. You may choose
to resurrect him as a Sin-Eater or not, depending on the needs of your future
Uriah is a strange young man with strange convictions. He has unusual stories. The climactic scenes assume that he is cooperating with the krewe, so
values, but they don’t extend to the indiscriminate murder of hundreds of you’ll need to tweak things slightly if that’s not the case.

26
Through the Ebon Gate
On 815
appear to be enormous rib bones. You have passed into the Underworld. Here and there,

the strange creatures scramble along the walls, staring in at you with heads turned the wrong
way on their withered bodies. Too many fingers grasp at the pits and peaks of the wall,
and one jumps free, catching at the side of the train. As the train picks up speed, more
Mental ••• Physical ••• Social • and more of the creatures swarm over the outside, leering in the windows, and heading

Overview
for the doors on either end of the car.
The creatures are servants of the Lost Minister, use the stats for the Lost Min-
ister’s Guardians for them. This time though, use more of them. They’re trying
Whether the krewe used force or charm, Uriah shows them the way to to get into the train, and the characters just have to defend the points of entry.
the Lost Minister. You can keep throwing guardians at the krewe as long as you’d like. Be careful

Description
not to step over the line from “exciting” to “annoying.”

You stand in the deserted station, near the beginnings of a spontaneously accreted
memorial to the lives lost in the wreck Mateo caused. The pictures are organically
Storyteller Goals
This is the descent, and there’s no going back now. Like the characters, you’re
stacked and pinned haphazardly, unruly and somehow more beautiful than a devoted to the endgame. Thus far, most of the setting of Through the Ebon Gate
precisely designed tribute would have been. You see the names scribbled on the has been mundane, with an overlay of the ghostly world Sin-Eaters experience.
bottom of each picture, and you know that this memorial is not complete. It will Now we’re leaving reality behind, moving into the surreal landscape of the dead.
continue to expand. Uriah touches each picture in turn, whispering a prayer for The visual vocabulary of the Underworld is influenced by the cultures prevalent
the dead. in your setting. The Underworld of Costa Rica is not the same as that of Chicago
The memorial itself doesn’t actually exist as a conduit for the deathly or Paris. If your game is set in New York City, for example, the Underworld is a
energy surrounding this horrific incident, so the characters can’t use the maze of subway tunnels and sewers, festooned in the desiccated finery of many
bits and baubles left here to make new Mementos. It’s possible that the cultures. Pipes of bone or intestine are wrapped in gaudy Christmas lights while
memorial may take on those properties given time, if the players are pa- walls are plastered over with playbills for forgotten shows. It’s up to you to bring
tient. It should be said, however, that staking out a memorial in hopes that the “local” element to the Underworld as presented here. Ratchet up the creepi-
it could become fodder for a Memento is less than admirable behavior. ness; the Sin-Eaters may have a lot of commerce with the dead, but few of them
No trains are running this late, but you still feel a thrumming vibration rising like spending time in the Underworld. Especially since the place is designed to
from the platform. Cold green arcs of phantom electricity run along the tracks, and entice you into breaking the rules.

Character Goals
the hair on your arms stands on end. The blackened, battered engine of the train
from the fairgrounds comes into view and rolls to a slow stop, displaying all the
scars and tears caused by the wreck. The doors open, and blood drizzles over the
edge into the lowered bank below, hissing and boiling as it hits the gravel. Uriah The krewe is on the right path, and aside from defeating the Lost Ministers’
steps on board, ignoring the pooled blood and looks back. guardians on the train, there’s not much else they can do to move things along
“This is the best way to reach the chapel. Are you coming?” until the train reaches the station.

Actions
Once you climb onboard, you see the shades of many of the passengers, bloody
and crushed, but staring straight ahead through cloudy cataracts. They take no
notice of you. The train shudders and moans as it prepares to leave the station.
The doors hiss and close, and the light of the station dims and fades. The train
lurches into motion, causing the blood pooling on the floor to slosh and gurgle. Breaking the L ock
The characters can always use Plasm to inject a little coherence into The gate blocking the characters from entering the train station is locked with a

27
one of the passengers, but they don’t know where they’re going any more chain and padlock. The characters may destroy it if they cannot pick the lock. The
than the krewe does. door itself has a Durability of 3, Size of 5 and a Structure of 8, while the chain
The train enters a tunnel, the noise of its riding the rails beginning to echo like has a Durability of 2 and a Structure of 5. The lock itself is the easiest target,
some kind of hollow metal heartbeat. Outside the scratched and spider-webbed with a Durability of 2 and a Structure of 2. The characters definitely feel deathly
windows, the walls are changing from the uniform concrete of a manmade tunnel energies emanating from below; Uriah’s not leading them astray.
into roughhewn, almost organic structures, broken up by irregular supports that
Through the Ebon Gate
Dice Pool: Dexterity + Larceny + Equipment
Action: Extended (5 successes required; one roll represents one turn of
work).
Hindrances: Lack of tools (-3), darkness (-3), someone approaching (-2)
Help: Prybar (+1), basic lockpicks (+1), lockpick gun (+2)

Roll Results
Dramatic Failure: Not only has the character failed to make any progress with
the lock, a mishap causes him to break one or more tools. Any previous successes
earned are lost. He may start again from scratch.
Failure: The character makes no headway against the lock.
Success: The character makes progress toward picking the lock.
Exceptional Success: The character has successfully picked the lock.

Knocking a Guardian Free


The guardians are swarming around the outside of the train, trying to crawl in
the windows and the doors. The characters need to fight the ones that actually
make it in normally, but they can knock the guardians crawling along the windows
free of the car, taking them out of the fight.
Dice Pool: Strength + Brawl (target is 3 successes)
Action: Extended. Each roll is one attack.
Hindrances: The guardian is already halfway through the window (-2), the
guardian is on the roof (-3)
Help: The guardian is trying to move from the side of the car to the back or
front (+2)

Roll Results
Dramatic Failure: The character slams into the window, jolted by the moving
train, taking 1 point of bashing damage.
Failure: The character misses the guardian.
Success: The character successfully damages the guardian, and loosens its
hold on the train.
Exceptional Success: The guardian falls from the train, howling in pain.

Consequences
This scene moves directly into “the Lost Minister.” If the characters made it
through the train ride in good shape, they shouldn’t have any problems with the
two guardians outside the chapel in the next scene. If there are any casualties, the
characters will have more difficulty when they confront the Lost Minister.

28
Through the Ebon Gate
The L ost
aphanous red drapes hang along the walls, the only color in the room. The altar dominates
the room, a gigantic rendering of the virginal mother constructed out of a vast amalgam of
bone, holding a Christ-child the size of a full-grown human being. The ceiling is reminiscent

M inister
of the Sistine Chapel, but constructed of skeletons, sunk into the stone of the dome. Angels
with wings formed of arm and leg bones stand guard at regular intervals along the walls.
Their hollow-orbed sockets stare at you as you approach the altar.
The angels are nothing more than statues. As far as the krewe can tell, nothing
Mental •• Physical •••• Social — in the Ossuary is anything more than art. There’s not even any sign of the Lost

Overview
Minister: the place could be abandoned, or even a trap.
You feel the shifting warp of the Underworld shudder through everything. The room
shifts with the metamorphosis of this untrustworthy land. Behind you, the huge double
The characters confront the Lost Minister in his place of power, a bone doors rearrange themselves, turning into a mural of Thomas investigating the yellowed
and stone chapel deep in the Underworld. Uriah is the first target of his ribcage of a skeletal Christ. The angels also rearrange, losing their guardian stance to take
displeasure as the scene devolves into combat almost immediately. on the aspect of the avenger, their long bone spears held aloft.

Description
“Amazing, aren’t they?” a stocky ghost says from the altar. The long fingers of his left
hand brush the pulpit as he steps down. “Every day is unpredictable here. What new
story will God teach us?” He points to the mural of Thomas in the back of the room and
The train finally comes to a halt. You don’t see any sign of the creatures that were turns simmering eyes on Uriah. “Uriah, you know the story of doubting Thomas, yes? He
so recently attacking, aside from the spectral bodies on the floor. The passengers could not accept that Jesus Christ had returned from the dead after his descent into the
of the train remain in their seats, still looking forward. They never moved, even Underworld. He required physical proof of the Lord’s power before he would believe. And
during the height of the fight. now, you bring these people to me, with their sins riding them like horses. Shall I show
You step off the train onto a platform that recedes from the car even as you you my power? Will you then believe?”

Storyteller Goals
walk. Behind you, the train continues its journey with a scraping rattle.
This is a good place to throw in a temptation. If for example, the Old
Laws in the local Underworld forbids drinking the water or eating the
food of the dead, you could present some that the characters know will This is it. Your goal here is simply to make a big, badass climax for the players
restore their Plasm or act as salve for their wounds. Or if the living are to enjoy. The Lost Minister is a formidable foe, but you can feel free to tweak
forbidden from addressing the dead, forget Uriah’s confidence in his his abilities up or down the power gamut depending on the capabilities of your
directions and let the characters get lost in the shifting tunnels of the troupe’s characters.

Character Goals
depths, then present them with a shade who knows the way.
Remember always that nothing happens in the Underworld without a
price. The Kerberoi rise to punish transgressors and rarely leave a krewe
unscathed. The guardians themselves vary based on the domain, and The troupe is aiming to stop the Lost Minister, survive and perhaps ensure Uriah’s
should be designed with your setting in mind. See pp. 250-255 in Geist: survival, not necessarily in that order. If this is a one-shot, don’t be surprised if
the Sin-Eaters for a few examples. a character decides to sacrifice himself in order to go out in a blaze of glory and
The tunnels switch and turn and fold back upon themselves, but Uriah seems save the day.

Actions
to know the way. Up ahead, you see a chapel, carved out of the rocks themselves.
It has all the grandeur of a gothic cathedral, but on a smaller scale. In front of
the chapel, two specters stand guard.
“You are not welcome here,” the bigger one says, his glittering eyes seeping with The Lost Minister may use his manifestations to manipulate any of the skeletal

29
dark effluent. statues in the room. His first action will be to cause of one of the angels to throw
The guardians will not allow the krewe to pass without a fight. Given a spear at Uriah. The chapel actually rearranges itself to mirror his mood, so you
the obstacles the characters have already faced, the combat will likely go can use it to mirror his current status. If he is close to defeat, the skeletons may
pretty quickly. start to crack and fall apart. If he has the upper hand, the skeletons may rearrange
The chapel is an ossuary, built from bones picked clean of even the memory of into triumphant poses. He must use his manifestations to enact changes that
flesh. Dark iron wraps around the bone, here and there, to hold it together. Di- would actually mechanically affect the outcome of the game (for example, to cause
Through the Ebon Gate
damage to a character or create cover for himself), but the dynamism of Lost Minister was not destroyed, he will continue to look for ways of escaping
the shifting ossuary can be used to add dramatic flavor to the scene and the Underworld, and he won’t forget the krewe when he finally does. His agents
create a more cinematic climax for the players. may harry the characters and make their existence more difficult than it already

Conclusion
is, and he will cultivate new branches of the Glorious Church of the Unified
Spirit. He’s quite fond of what Uriah gave him to play with.

E
This is the end of this particular story, but that doesn’t mean its effects
can’t be felt rippling through your setting if you continue the chronicle.
You can allow the krewe to make their way back to the living world with
a minimum of fuss, or you can dramatize their bruised and bloody escape
xperience
from the Underworld, weary from their confrontation. Through the Ebon Gate can take anywhere from one to five chapters to complete,

A
depending on how thoroughly the characters investigate the Seekers and how long
you choose to draw out or compress the various encounters with the Minister’s
minions (unsuspecting or otherwise). At the end of each session, players should
ftermath be rewarded an experience point simply for participating in the adventure. In
addition, see p. 216 of the World of Darkness Rulebook for other possible in-
If the characters stop the Minister, there may still be other deceived cultists game reasons to dole out more experience to those players who earn them.
out there with “duties” assigned to them before the krewe became involved. When the adventure is complete, you may consider giving more experience
If the characters fail to stop him, the Minister takes a more direct hand in based on the following levels of participation and success:
growing the cult and turning them into his personal servants and vessels. +1 Survival. The Minister is a dangerous foe. Some characters may not make it
Even without Uriah leading the local Seekers, they’ve reached critical mass. out of the Underworld in one piece. Returning intact is definitely an experience.
It’s completely possible that various members will spread the gospel and +1 Confronting Temptation. The Seekers are a source of incredible temptation
create their own schismatic factions within the cult. Seeds planted in the to the right Sin-Eater. Those characters who felt that temptation and resisted – or
fertile soil of faith are not so easily rooted up. Uriah’s legacy, twisted by failed to resist, but later experienced a change of heart and grew because of it
the Lost Minister, has the potential to vex the krewe for quite a while. while remaining true to their characters – deserve a point of experience.
If Uriah died, he is the only member of the cult to actually have the po- +1 Salvation. Uriah is not a bad soul. He has been misled and had his mis-
tential to attract a geist and become a Sin-Eater himself. If you prefer, he understandings twisted into an insidious, terrible thing. If the characters save
may become a powerful antagonist or even a useful ally, depending on him despite his creation, and give him the chance to redeem himself, they might
his treatment at the characters’ hands and the needs of your story. If the learn something.

30
SCENE: The Carnival 11 SCENE: The Train 13

mental ­ •­• physical —­ social •••


­
mental­ ••• physical •••­ social • ­

HINDRANCES HEL P Other HINDRANCES HEL P Other


Standing at the line -1 None None A Disappointed Girl: A Disappointed Girl: None
Running for their lives -2 Scanning Crowd +1
Bad eyesight -2
Saving an Innocent: Saving an Innocent:

Drunk -2 Inappropriate shoes -2 Sneakers or hiking boots +1

Run: Run:
Inappropriate shoes -2 Sneakers or hiking boots +1

STs Set the mood, immerse the players. STs Shock the characters. Create a sense of danger.

PCs Get into character, work out their relationship. PCs Survive. Help others survive.

SCENE: In the Aftermath 15 SCENE: Turning the Stones 18

mental ­ •­•• physical ••­ social •••


­ mental­ •­
•• physical —­ social •••
­
HINDRANCES HEL P Other HINDRANCES HEL P Other
Performing Triage: Questioning Mateo: None Hitting Up Contacts: Hitting Up Contacts: None
Lack of Tools -2, distracted Soothing +1 Frequent/recent requests Gift +1, bribe +1, favor
by noise -1 -1/-2, obscure info -2/-3 owed +1/+3
Performing Triage:
Recognizing the Sigil: Field kit +1 Researching Online: Researching Online:
Obscured by soot and Unusual topic -1, proxied Broadband connection +1
smoke -1 Recognizing the Sigil: connection -2
Fluent in Old Tongue +2

STs Provide preliminary clues. Get characters hooked. STs Provide the characters with clues.

PCs Help survivors and casualties alike. Question Mateo. PCs Use their resources to find information.
SCENE: The Second Soul 20 SCENE: Marci’s Sacrifice 21

mental ­ •­• physical —­ social — ­


mental­ ••• physical •• social •••
­
HINDRANCES HEL P Other HINDRANCES HEL P Other
Trying to be subtle -2 Unrestricted access +2 None Assessing the Assessing the None
Explosives: Explosives:
Marci conceals them -2 Clear look +1

Negotiating: Negotiating:
Aggressive -2 Evoke Mateo +1

STs Humanize Marci, give characters clues. STs Create suspense/tension.

PCs Search for info leading to Marci and the church. PCs Save Marci/innocents, learn more about the cult.

SCENE: The Minister Says “Hi.” 23 SCENE: Tea With the Enemy 25

mental ­ •­• physical ••­• social • ­ mental­ •­


•• physical ••­ social •••
­
HINDRANCES HEL P Other HINDRANCES HEL P Other
None None None Aggressive Negotiator -1 Necromancer/Advocate None
+1

STs Create a dramatic fight; give characters time to shine. STs Unsettle the characters, tempt them with worship.

PCs Win or escape. PCs Convince Uriah to lead them to the Lost Minister.
SCENE: On the 815 27

mental ­ •­•• physical •••­ social • ­

HINDRANCES HEL P Other


Breaking the Lock: Breaking the Lock: None

Name: Mateo Virtue: Justice


Lack of tools -3, Prybar +1, basic lockpicks
darkness -3, someone +1, lockpick gun +2
approaching -2

Knocking a Concept: Vice: Sloth
Knocking a Guardian Free:
Guardian Free: Guardian is trying to move
Guardian halfway in the from side to the back or
window -2, Guardian is on front +2
the roof -3
Power OOOOOOOOOO Finesse OOOOOOOOOO Resistance OOOOOOOOOO

Skills Numina Dice Pool Corpus


_________________ OOOOO Clairvoyance
________________ 3
________ OOOOOOOOOOOO
STs Create a sense of tension, evoke the strangeness of the Underworld. _________________ OOOOO Ghost Speech
________________ 3
________
_________________ OOOOO ________________ ________ OOOOOOOOOOOO
PCs Keep the guardians from boarding until they reach the Lost Minister. _________________ OOOOO ________________ ________
_________________
_________________
OOOOO
OOOOO
________________
________________
________
________
Willpower
_________________ OOOOO ________________ ________ OOOOOOOOOO
_________________ OOOOO ________________ ________
_________________ OOOOO ________________ ________ OOOOOOOOOO
SCENE: The Lost Minister 29 _________________ OOOOO ________________ ________

mental ­ •­• physical ••­•• social — ­


_________________
_________________
OOOOO
OOOOO
________________
________________
________
________
Essence
_________________ OOOOO
HINDRANCES HEL P Other
None None None
_________________
_________________
OOOOO
OOOOO
Influence
_________________ OOOOO _________________ OOOOO 6
Morality__________________
_________________ OOOOO _________________ OOOOO Aspect___________________
_________________ OOOOO _________________ OOOOO Rank_____________________
_________________ OOOOO _________________ OOOOO 5
Size______________________
_________________ OOOOO _________________ OOOOO 13 (species factor 10)
Speed___________________
_________________ OOOOO _________________ OOOOO 2
Defense__________________
_________________ OOOOO _________________ OOOOO 3
Initiative Mod_ ____________

Notes:

STs Make a big, badass climax.

PCs Stop the Lost Minister.


Name: The Lost Minister Virtue: Faith Name: The Lost Minister’s Guardians Virtue: Fortitude
Concept: Vice: Pride Concept: Vice: Wrath

Power OOOOOOOOOO Finesse OOOOOOOOOO Resistance OOOOOOOOOO Power OOOOOOOOOO Finesse OOOOOOOOOO Resistance OOOOOOOOOO

Skills Numina Dice Pool Corpus Skills Numina Dice Pool Corpus
_________________ OOOOO Ghost Sign
________________ 9
________ OOOOOOOOOOOO _________________ OOOOO Ghost Sign
________________ 7
________ OOOOOOOOOOOO
_________________ OOOOO Ghost Speech
________________ 9
________ _________________ OOOOO ________________
Magnetic Disruption ________
_________________ OOOOO Phantasm
________________ 9
________ OOOOOOOOOOOO _________________ OOOOO Telekinesis
________________ 7
________ OOOOOOOOOOOO
_________________ OOOOO Telekinesis
________________ 9
________ _________________ OOOOO Terrify
________________ 7
________
_________________
_________________
OOOOO
OOOOO
Terrify
________________
________________
9
________
________
Willpower _________________
_________________
OOOOO
OOOOO
________________
________________
________
________
Willpower
_________________ OOOOO ________________ ________ OOOOOOOOOO _________________ OOOOO ________________ ________ OOOOOOOOOO
_________________ OOOOO ________________ ________ _________________ OOOOO ________________ ________
_________________ OOOOO ________________ ________ OOOOOOOOOO _________________ OOOOO ________________ ________ OOOOOOOOOO
_________________ OOOOO ________________ ________ _________________ OOOOO ________________ ________
_________________
_________________
OOOOO
OOOOO
________________
________________
________
________
Essence _________________
_________________
OOOOO
OOOOO
________________
________________
________
________
Essence
_________________ OOOOO _________________ OOOOO
_________________
_________________
OOOOO
OOOOO
Influence _________________
_________________
OOOOO
OOOOO
Influence
_________________ OOOOO _________________ OOOOO 3
Morality__________________ _________________ OOOOO _________________ OOOOO 4
Morality__________________
_________________ OOOOO _________________ OOOOO Aspect___________________ _________________ OOOOO _________________ OOOOO Aspect___________________
_________________ OOOOO _________________ OOOOO Rank_____________________ _________________ OOOOO _________________ OOOOO Rank_____________________
_________________ OOOOO _________________ OOOOO 5
Size______________________ _________________ OOOOO _________________ OOOOO 5
Size______________________
_________________ OOOOO _________________ OOOOO 19 (species factor 10)
Speed___________________ _________________ OOOOO _________________ OOOOO 17 (species factor 10)
Speed___________________
_________________ OOOOO _________________ OOOOO 5
Defense__________________ _________________ OOOOO _________________ OOOOO 4
Defense__________________
_________________ OOOOO _________________ OOOOO 9
Initiative Mod_ ____________ _________________ OOOOO _________________ OOOOO 7
Initiative Mod_ ____________

Notes: Notes:
Name: Marci Palmer Virtue: Hope Archetype: Name: Uriah Long Virtue: Faith Archetype:
Concept: Indie Girl Vice: Envy Threshold: Concept: Soft-Spoken Vice: lust Threshold:
Grieving
Cult Leader

Intelligence OOOOO Strength OOOOO Presence OOOOO Intelligence OOOOO Strength OOOOO Presence OOOOO
Wits OOOOO Dexterity OOOOO Manipulation OOOOO Wits OOOOO Dexterity OOOOO Manipulation OOOOO
Resolve OOOOO Stamina OOOOO Composure OOOOO Resolve OOOOO Stamina OOOOO Composure OOOOO

Skills Merits Health Skills Merits Health


Academics
_________________
(english) OOOOO Allies
_________________
(Seekers) OOOOO OOOOOOOOOOOO Academics
_________________
(religion) OOOOO Allies
_________________
(Seekers) OOOOO OOOOOOOOOOOO
Computer
_________________ OOOOO Contacts
_________________
(Academic) OOOOO Crafts
_________________ OOOOO Inspiring
_________________ OOOOO
Occult
_________________ OOOOO
Politics
_________________ OOOOO
Resources
_________________ OOOOO
Status
_________________
(Seekers) OOOOO
Willpower Occult
_________________
(ghosts)
Athletics
_________________ OOOOO
OOOOO Mentor
_________________
Status
(Lost Minister)
_________________
(Seekers)
OOOOO
OOOOO
Willpower
Athletics
_________________ OOOOO Status
_________________
(University) OOOOO OOOOOOOOOO Larceny
_________________ OOOOO _________________
Permanent Death Sight OOOOO OOOOOOOOOO
Firearms
_________________ OOOOO _________________ OOOOO Stealth
_________________ OOOOO Gateseeker
_________________ OOOOO
Weaponry
_________________ OOOOO
Empathy
_________________ OOOOO
_________________
_________________
OOOOO
OOOOO
Plasm Survival
_________________ OOOOO
Weaponry
_________________ OOOOO
_________________
_________________
OOOOO
OOOOO
Plasm
Expression
_________________
(novelist) OOOOO _________________ OOOOO Animal Ken
_________________ OOOOO
_________________ OOOOO
Persuasion
_________________ OOOOO _________________ OOOOO Empathy
_________________ OOOOO _________________ OOOOO
Socialize
_________________ OOOOO _________________ OOOOO Plasm per turn
Expression
_________________ OOOOO _________________ OOOOO Plasm per turn

Streetwise
_________________ OOOOO
_________________ OOOOO
_________________ OOOOO
Psyche _________________
(conviction)
Persuasion
_________________
OOOOO _________________
OOOOO
OOOOO
Psyche
_________________ OOOOO
Manifestations OOOOOOOOOO Subterfuge
_________________ OOOOO
Manifestations OOOOOOOOOO
_________________
_________________
OOOOO
OOOOO _________________ OOOOO
Flaws _________________
_________________
OOOOO
OOOOO _________________ OOOOO
Flaws
_________________ OOOOO _________________ OOOOO _________________________ _________________ OOOOO _________________ OOOOO _________________________
_________________ OOOOO _________________ OOOOO _________________________ _________________ OOOOO _________________ OOOOO _________________________
_________________ OOOOO _________________ OOOOO _________________________ _________________ OOOOO _________________ OOOOO _________________________
_________________ OOOOO _________________ OOOOO _________________ OOOOO _________________ OOOOO
_________________ OOOOO _________________ OOOOO Keys_____________________ _________________ OOOOO _________________ OOOOO Keys_____________________
_________________ OOOOO _________________ OOOOO _________________________ _________________ OOOOO _________________ OOOOO _________________________
_________________ OOOOO _________________ OOOOO _________________________ _________________ OOOOO _________________ OOOOO _________________________
_________________ OOOOO _________________ OOOOO _________________________ _________________ OOOOO _________________ OOOOO _________________________
_________________ OOOOO _________________ OOOOO _________________________ _________________ OOOOO _________________ OOOOO _________________________

Notes: Marci has recently contracted the 6


Morality__________________ Notes: Uriah suffers from the depression 5
Morality__________________
irrationality derangement Size__5____________________ derangement Size__5____________________
(World of Darkness Rulebook, p. 99). 9
Speed___________________ (World of Darkness Rulebook, p. 97). 10
Speed___________________
2
Defense__________________ 3
Defense__________________
4
Initiative Mod_ ____________ 6
Initiative Mod_ ____________
Armor____________________ Armor____________________
abcdabcdabcdabcdabcdabcdabcdabcd

The Glorious Church


j of the Unified Spirit j
Name: Black Gate Virtue: Faith Archetype: Name: Virtue: Archetype:
Seeker of the abcdabcdabcdabcdabcdabcdabcdabcd
This is not all there is.
Concept: Cultist Vice: Envy Threshold: Concept:
You know Vice:
it as well as I do, you feel it in your bones. There isThreshold:
more to this world,
but we cannot see it. We are not allowed. Things tickle the edges of your con-
sciousness every day. That movement in the corner of your eye. The light you
know you turned off.
Intelligence OOOOO Strength OOOOO Presence OOOOO We areIntelligence
told by scienceOOOOO
that thereStrength
is no afterlife. OOOOO
So-calledPresence
“rational thought” OOOOO
Wits OOOOO Dexterity OOOOO Manipulation OOOOO tells usWits
that spirits do not OOOOO
exist. ButDexterity
I say that whenOOOOO
you see Manipulation
and feel something, OOOOO
Resolve OOOOO Stamina OOOOO Composure OOOOO it mustResolve
exist. We have allOOOOO Stamina
seen things that we cannot OOOOO
explainComposure
through the lensOOOOO of
science. It is no longer enough to explain it away as coincidence or chance. I am
Skills Merits Health Skills Merits
here to tell you that it is neither of those things. Your loved ones, my loved ones,
they remain on this earth even after they have been expelled from their physical,
Health
Academics
_________________ OOOOO Allies
_________________
(Seekers) OOOOO OOOOOOOOOOOO _________________ OOOOO _________________ OOOOO O O O O O O O O O O O O
fleshy bodies.
Computer
_________________ OOOOO Contacts
_________________
(Choose 1) OOOOO Though_________________
they have beenOOOOO
freed from _________________ OOOOO
the confines of the flesh, they still long to care
Crafts
_________________
Occult
_________________
OOOOO
OOOOO
Resources
_________________
Status
_________________
(Seekers)
OOOOO
OOOOO
Willpower _________________
for us, to
to them_________________
OOOOO
teach us the things
that they remainOOOOO
close to us
_________________
they have learned on the
_________________
instead of moving
OOOOO
Willpower
other side. It is so important
OOOOO on to their final rewards.
Athletics
_________________ OOOOO _________________ OOOOO OOOOOOOOOO And yet, _________________ OOOOOto_________________
so many of us choose ignore them. So many OOOOO OOOOO
of us pretend O Othey
that OOO
Brawl
_________________ OOOOO _________________ OOOOO _________________
don’t exist. Can you go on OOOOO
like this_________________
if there’s even aOOOOO
chance that your loved ones
Firearms
_________________
Weaponry
_________________
OOOOO
OOOOO
_________________
_________________
OOOOO
OOOOO
Plasm Do Not
_________________
are trying to help you? OOOOO _________________ OOOOO
_________________ OOOOO We
Waste Their Sacrifice! _________________
Plasm
OOOOOto their teachings. We
must open ourselves
Empathy
_________________ OOOOO _________________ OOOOO _________________
here at the Glorious Church OOOOO _________________
of the Unified Spirit wantOOOOO
to help you to open yourself
Expression
_________________ OOOOO _________________ OOOOO _________________
to the unification OOOOO
of the spirit _________________
possible, OOOOO
so you can give voice to your loved ones
Intimidation
_________________ OOOOO _________________ OOOOO Plasm per turn
and learn_________________
the lessons theyOOOOO
want to _________________
teach you. Reach OOOOO
across the Plasm per turn
divide between
Persuasion
_________________
Subterfuge
_________________
OOOOO
OOOOO
_________________ OOOOO
Psyche life and_________________
death and tell them
_________________
things they
OOOOO
never got to OOOOO
all the_________________
show you.
things you never OOOOO
Psyche
got to say, and learn all the

_________________ OOOOO
Manifestations OOOOOOOOOO _________________
The Shining Ones AdoreOOOOO
Manifestations
Us. Your loved ones have become O Oshining
O O O Olights,
OOOO
_________________
_________________
OOOOO
OOOOO _________________ OOOOO
Flaws leading_________________
us forward to a OOOOO
_________________
death. They
world where there are no boundaries between life and
want to tearOOOOO
down the _________________
walls and eradicateOOOOO
Flaws
illness and hatred. Sick-
_________________ OOOOO _________________ OOOOO _________________________ ness and _________________
violence will noOOOOO _________________
longer matter OOOOO
when the line between_________________________
them and us has
_________________ OOOOO _________________ OOOOO _________________________ _________________
been wiped away. OOOOO _________________ OOOOO _________________________
_________________ OOOOO _________________ OOOOO _________________________ Angels_________________
are Among Us.OOOOO The lucky _________________
ones who haveOOOOO _________________________
unified their spirit with one
_________________ OOOOO _________________ OOOOO _________________
of the shining OOOOO
ones are out _________________
there. They OOOOO
are angels; messengers from beyond sent
_________________ OOOOO _________________ OOOOO Keys_____________________ to teach_________________
us how to achieve OOOOO
the same _________________
unification! Only OOOOO
once we Keys_____________________
become like them
_________________ OOOOO _________________ OOOOO _________________________ can we_________________ OOOOO _________________
truly shepherd humanity onto the next step OOOOO _________________________
of evolution. Together, the
_________________ OOOOO _________________ OOOOO _________________________ members _________________
of the GloriousOOOOO
Church _________________
of the Unified SpiritOOOOO _________________________
will find them and learn
_________________ OOOOO _________________ OOOOO _________________________ _________________ OOOOO _________________ OOOOO _________________________
from them.
_________________ OOOOO _________________ OOOOO _________________________ _________________
Act Today! OOOOOChurch
Join the Glorious _________________ OOOOO
of the Unified _________________________
Spirit and learn how much
of our world you’re really missing. Reach out with confident hands to throw aside
Notes: Pick three specialties as needed. 7
Morality__________________ Notes:
the shackles of life without success. Gain the edge you need toMorality__________________
compete in today’s
Size__5____________________ economy by learning the secrets of those who came before! Size______________________
10
Speed___________________ Speed___________________
2
Defense__________________ Defense__________________
4
Initiative Mod_ ____________
Armor____________________
x N x
Initiative Mod_ ____________
Armor____________________

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